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Sheesh…how big does the sky texture have to be?
Posted by Justin Rank on December 22, 2006 at 2:55 pmHow big does the sky texture have to be to avoid pixelation?
Justin Rank replied 19 years, 7 months ago 2 Members · 4 Replies -
4 Replies
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Mylenium
December 22, 2006 at 6:26 pmAs big as you can. ;o) 8000 pixels wide is not too much.
Mylenium
[Pour Myl
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Justin Rank
December 23, 2006 at 3:16 amYikes.
8000×8000 pixel map chokes my machine up pretty badly in Photoshop and I haven’t even gotten the thing into C4D…am I missing something here?
Thanks for the help.
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Mylenium
December 23, 2006 at 10:17 amWell, though this sounds harsh, I can only advise you to get more RAM. You will never be able to get beyond a certain degree of complexety and realism if you don’t give your programs breathing room. There’s no way around that. Picture this: If you map an 8000×8000 pixel image onto a “Sky sphere” with 1km diameter, each pixel only covers 3140m/8000 = 0,35m in the horizontal direction, which isn’t that much the closer you get to the sphere (and 1km diameter is a small sky sphere). I myself barely ever use textures below 4000 pixels wide for small, plana mapped objects and in many situations that is merely sufficient when you are getting close to the object. If you use lower res textures, then blur them to hide the original pixel structure, but this may not be feasible. Assuming you only need a sky reflection, it would work. In that case you may wish to add your actual sky later in compositing to circumvent certain problems when doing it all inside C4D.
Mylenium
[Pour Myl
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Justin Rank
December 23, 2006 at 9:46 pmIt’s realistic. A gig of RAM gets me by on video editing, but between Cinema 4D and After Effects, I find my computer choked up more and more. I think it’s time for Santa to bring me another gig of RAM. Until then, I’ve just rendered everything out with an alpha and did the backgrounds in AE.
Thanks.
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