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> Thanks to both of you.
>
> As wished, I am attaching now a rendered image.
>
> Color Depth: great reminder! Of course. I won't reduce their dimensions as i
> need them in hi-res, and i cannot adjust compression levels in PNGs. but yes, I
> will make them gray-scale. Let's see. :-)
>
> I also created already a first animation, but the ship is still very far from
> complete.
>
>
>
>
>
>
>
> Sven Littkowski <jam### [at] yahoocom> wrote:
>> Hi,
>>
>> currently, I am using large images for my spaceship project as hull
>> textures (please see the attached image). But that takes plenty memory
>> and increases a lot the rendering time.
>>
>> If you look to the attached hull texture, is there any way to create
>> something like this with a function or formula? Please assists. Thanks.
>
If you use IrfanView, you can easily change the compression level from 0
(barely any) to 9 (maximum).
Other graphic tools may also offer such an option, or always use some
hard coded setting.
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Sven Littkowski <jam### [at] yahoocom> wrote:
> Hi,
>
> currently, I am using large images for my spaceship project as hull
> textures (please see the attached image). But that takes plenty memory
> and increases a lot the rendering time.
>
If you are applying your single image_map *many* times to your model (for
example, like many randomly-placed 'decals'), another way to save memory is to
first #declare the image_map in a pigment statement:
#declare my_hull_pigment = pigment{image_map{.....}}
......then use that in your scene, as the pigment in your (many) textures,
instead of a new image_map statement every time. This way, the original image
takes up memory only once. The idea is similar in concept to using a single mesh
object many times in a scene: one mesh which is 're-used', requiring no
additional memory.
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On 29-3-2015 22:47, Alain wrote:
>> Thanks to both of you.
>>
>> As wished, I am attaching now a rendered image.
>>
>> Color Depth: great reminder! Of course. I won't reduce their
>> dimensions as i
>> need them in hi-res, and i cannot adjust compression levels in PNGs.
>> but yes, I
>> will make them gray-scale. Let's see. :-)
>>
>> I also created already a first animation, but the ship is still very
>> far from
>> complete.
>>
>>
>>
>>
>>
>>
>>
>> Sven Littkowski <jam### [at] yahoocom> wrote:
>>> Hi,
>>>
>>> currently, I am using large images for my spaceship project as hull
>>> textures (please see the attached image). But that takes plenty memory
>>> and increases a lot the rendering time.
>>>
>>> If you look to the attached hull texture, is there any way to create
>>> something like this with a function or formula? Please assists. Thanks.
>>
>
> If you use IrfanView, you can easily change the compression level from 0
> (barely any) to 9 (maximum).
> Other graphic tools may also offer such an option, or always use some
> hard coded setting.
>
The GIMP offers that possibility too.
--
Thomas
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On 30-3-2015 2:07, Kenneth wrote:
> Sven Littkowski <jam### [at] yahoocom> wrote:
>> Hi,
>>
>> currently, I am using large images for my spaceship project as hull
>> textures (please see the attached image). But that takes plenty memory
>> and increases a lot the rendering time.
>>
>
> If you are applying your single image_map *many* times to your model (for
> example, like many randomly-placed 'decals'), another way to save memory is to
> first #declare the image_map in a pigment statement:
>
> #declare my_hull_pigment = pigment{image_map{.....}}
>
> ......then use that in your scene, as the pigment in your (many) textures,
> instead of a new image_map statement every time. This way, the original image
> takes up memory only once. The idea is similar in concept to using a single mesh
> object many times in a scene: one mesh which is 're-used', requiring no
> additional memory.
>
Good point! I did not know that, but is obvious indeed.
--
Thomas
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On 29-3-2015 14:22, Thomas de Groot wrote:
> On 29-3-2015 11:11, Sven Littkowski wrote:
>> Tiles! Yes, of course! Thanks.
>>
>
> You could play with a combination of tiling patterns and pavement patterns.
Reminder: When using patterns for uv_mapping, remember that tiling and
pavement patterns are oriented according to the x/z plane while uv
coordinates lie in the x/y plane. For use on an object you need to
rotate your texture by -90*x
--
Thomas
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Thomas de Groot <tho### [at] degrootorg> wrote:
>
> Good point! I did not know that, but is obvious indeed.
>
I discovered that trick several years(?) ago, while working on a complex
animation scene. It greatly reduces scene-parsing time, when re-using an
image_map.
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