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Saving Memory on textures

Posted: Thu Jul 19, 2012 12:31 pm
by polytek
Hy guys, since we don't have a node witch transfers a color image to a gray scale image so we can use it as a specular or bump map hence saving some card memory i am experimenting with this solution with might work for some occasions!

Here is the idea, put the color image thru a gradient texture mapping mincolor black, max white this converts the picture to a grayscale, put this thru the new color correction texture node so you can control the brightness, gamma and black level off the grayscale....tadadataa connect this to you're bump- spec or another channel and look wat happens...

I put everything in a texture macro and try to put out as many control pins as possible for later use and ease off use...i can upload it in the data base iff people have intrest....

You can select min and maxcolor (from white to black or in between), on/of is the smooth button of the gradient texture and slection just makes the effect less or more drastic, the brightness contol and gamma control for the grayscale strongness...the min max slider to invert or lessen the efect!

Chears,
Poly

Re: Saving Memory on textures

Posted: Thu Jul 19, 2012 4:09 pm
by matej
Loading the same image file fist as RGB, and secondly as grayscale should use the same amount of memory, so you don't need to do that, just load it again as grayscale (floattexture).

But yes, we could use a RGB to BW transform node.

Re: Saving Memory on textures

Posted: Thu Jul 19, 2012 5:18 pm
by polytek
:oops: yeah ok, i was under the impression that if you load it again it always has a certain amount off memory footprint, ok that clears out that issue for me, for a moment i thought i was just a little bit clever, thank you for chattering that thought....:)