Ok i see yer
Yes that site is incredible, hats off!
Thank you again for all your help
Cheers
AK
Vram management
Moderators: ChrisHekman, aoktar
In my experience, the vast majority of textures can be 8 bit per color channel, whether RGB or grayscale. It's really only HDR light sources/environments and displacements or imagery that needs to go through a Gradient or Color Correction node that I always go with 16 or 32 bits. Even on "hero" objects, in my experience, 8 bits is generally fine. It's only on output that I generally go with at least 16 bit to give wiggle room in post.affixxius wrote: I have also been trying changing the texture 'import type' from auto to 16>8, my question is, as this doesn't seem to effect the texture noticeably so far, are there considerations i need to make, like don't do that if its a hero texture or something? It does seem to reduce memory usage abit, so in a texture heavy scene may be a good tool!
Animation Technical Director - Washington DC
This. Textures prone to shading-level manipulations (where headroom is needed, that typical 8-bit files won't provide), is recommended to perform at the texture stage, being intended to be for, ideally not at shading level.frankmci wrote: In my experience, the vast majority of textures can be 8 bit per color channel, whether RGB or grayscale. It's really only HDR light sources/environments and displacements or imagery that needs to go through a Gradient or Color Correction node that I always go with 16 or 32 bits. Even on "hero" objects, in my experience, 8 bits is generally fine. It's only on output that I generally go with at least 16 bit to give wiggle room in post.
Procedural texturing can be taxing and unless baked, can hardly be optimized equivalently to texture files.
15m polys for a fridge freezer seems a bit excessive given the huge swatches of straight lines such a model will have. One bit of advice which can really help here is to experiment with the 'sag' value when importing your cad into c4d.
Instead of just blindly saying that there should be a new polygon every 5 degrees of rotation or every 10mm, instead set the angle value much higher, to something like 30 degrees, then set the sag value to 0.02 as a starting point.
What this does is it vastly reduces the number of polys on very small bevelled edges, but it allows large graceful curves to still have lots of polys. Lower sag values like 0,01 will add more polygons to large curved areas, higher values like 0.05 will reduce them. This alone will probably drop 50-75% of your polygon count.
Next, chill with texture resolutions and depths. Bump, opacity and masks can have their memory footprint cut 66% if they are greyscale by changing the mode in photoshop from RGB colour to greyscale. The file will now only have a single brightness value assigned instead of three RGB values.
Consider how close you will get to labels and how much their resolution truly matters. In real life, pad prints for temperature dials, logos, safety warnings will often be quite soft, maybe the artworks supplied in 600 dpi quality, but printing in a factory often softens this down to a more real world 100 dpi once bleed and rough textured surfaces are taken into account. Test whether any >4k textures really need to be that high.
We often use 4k res textures even on 8k print res renders, by the time reflections, bumps etc are factored in, you really can't tell most of the time. Also remember resolution increases by the square. A 1gb memory 16k res texture will only take up 0.25gb if you drop it to 8k. And only 0.06gb if you make it 4k
Also, not all material channels need the same resolution. 1k res colour channel + 8k res opacity channel is a perfectly valid combo if the opacity cuts into solid blocks of colour.
Cull blank channels. The number of 3d assets I download with huge resolution diffuse, bump, normal, opacity, roughness, gloss maps.... and half of them are solid black or white! Or so close to black or white they may as well not exist. Also, sometimes the spec, roughness and bump channels look identical, but they all have their own textures. Kill them off and link the same single textures back into these slots.
Otherwise, yeah, go grab a 3090 or 4090.
Instead of just blindly saying that there should be a new polygon every 5 degrees of rotation or every 10mm, instead set the angle value much higher, to something like 30 degrees, then set the sag value to 0.02 as a starting point.
What this does is it vastly reduces the number of polys on very small bevelled edges, but it allows large graceful curves to still have lots of polys. Lower sag values like 0,01 will add more polygons to large curved areas, higher values like 0.05 will reduce them. This alone will probably drop 50-75% of your polygon count.
Next, chill with texture resolutions and depths. Bump, opacity and masks can have their memory footprint cut 66% if they are greyscale by changing the mode in photoshop from RGB colour to greyscale. The file will now only have a single brightness value assigned instead of three RGB values.
Consider how close you will get to labels and how much their resolution truly matters. In real life, pad prints for temperature dials, logos, safety warnings will often be quite soft, maybe the artworks supplied in 600 dpi quality, but printing in a factory often softens this down to a more real world 100 dpi once bleed and rough textured surfaces are taken into account. Test whether any >4k textures really need to be that high.
We often use 4k res textures even on 8k print res renders, by the time reflections, bumps etc are factored in, you really can't tell most of the time. Also remember resolution increases by the square. A 1gb memory 16k res texture will only take up 0.25gb if you drop it to 8k. And only 0.06gb if you make it 4k
Also, not all material channels need the same resolution. 1k res colour channel + 8k res opacity channel is a perfectly valid combo if the opacity cuts into solid blocks of colour.
Cull blank channels. The number of 3d assets I download with huge resolution diffuse, bump, normal, opacity, roughness, gloss maps.... and half of them are solid black or white! Or so close to black or white they may as well not exist. Also, sometimes the spec, roughness and bump channels look identical, but they all have their own textures. Kill them off and link the same single textures back into these slots.
Otherwise, yeah, go grab a 3090 or 4090.
Thanks for all that.
The models are supplied as FBX so ive no way to alter them on import unfortunately.
But again, thank you for the tips, its good to hear Im basically doing the right things, and just keep an eye on stuff!
Cheers
AK
The models are supplied as FBX so ive no way to alter them on import unfortunately.
But again, thank you for the tips, its good to hear Im basically doing the right things, and just keep an eye on stuff!
Cheers
AK
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How so? Nothing should prevent from optimizing assets, triangulated CAD or "poly-quad-subd", besides tedious (mostly) manual refinements.affixxius wrote: The models are supplied as FBX so ive no way to alter them on import unfortunately.