Decimate Skin Textures?
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- Spectralis
- Posts: 561
- Joined: Thu Jun 06, 2013 10:21 pm
When I decimate Genesis it doesn't much reduce the VRAM load in OR. The skin textures take up a lot of VRAM. Is it possible to reduce the size of textures like I can decimate objects?
ASUS Maximus VI Extreme, i7 3770k, 32GB RAM, 4 x GTX760 4GB, Win 8.1 x64.
Yes
Texture atlas in Daz studio will allow you to combine + resize textures. (this will create a unique uv set
And / or
The texture tab in octane render plugin allows you to reduce the texture size by upto 1/4 and change its type ie rgb/monochrome/rgbA
Texture atlas in Daz studio will allow you to combine + resize textures. (this will create a unique uv set
And / or
The texture tab in octane render plugin allows you to reduce the texture size by upto 1/4 and change its type ie rgb/monochrome/rgbA
- Spectralis
- Posts: 561
- Joined: Thu Jun 06, 2013 10:21 pm
Isotemod wrote:Yes
Texture atlas in Daz studio will allow you to combine + resize textures. (this will create a unique uv set
And / or
The texture tab in octane render plugin allows you to reduce the texture size by upto 1/4 and change its type ie rgb/monochrome/rgbA
Thanks for your advice. That's really helpful. Concerning OR what difference is there between rgb and rgbA?
ASUS Maximus VI Extreme, i7 3770k, 32GB RAM, 4 x GTX760 4GB, Win 8.1 x64.
the A in rgbA means it contains alpha data. As best I can figure, for most programs it's a transparency layer. At least that what it does in Photoshop. rgba would usually be a layered format (.psd, .png, .tif) where as a .jpg or .bmp does not contain layer information, only color or greyscale. Somebody more knowledgeable please feel free to add to or correct me on this.
Edit: Thought of a specific example.
Opacity, usually the opacity image, if present is a .bmp in grayscale and allocated as an rgb texture. If you convert it to rgbA, the opacity becomes based on the Alpha transparency (which a .bmp doesn't have), making the object opaque, because the colors no longer matter, only the transparency of the non-existent (in this case) alpha channel. Conversely, if you just need to free up some rgb textures, I'd avoid placing any images you need displayed in the rgbA category, since again, color no longer matters, only transparency. If you felt like going crazy with it, you could take some of the larger rgb files, and add alpha to them (for opacity, most likely, I can't think of anything else where transparency would be useful, per se), and erase the black areas. Would then fill the same purpose as a greyscale rgb, just make sure you save it as .png, .tif, .psd or some other format that retains alpha information.
Edit: Thought of a specific example.
Opacity, usually the opacity image, if present is a .bmp in grayscale and allocated as an rgb texture. If you convert it to rgbA, the opacity becomes based on the Alpha transparency (which a .bmp doesn't have), making the object opaque, because the colors no longer matter, only the transparency of the non-existent (in this case) alpha channel. Conversely, if you just need to free up some rgb textures, I'd avoid placing any images you need displayed in the rgbA category, since again, color no longer matters, only transparency. If you felt like going crazy with it, you could take some of the larger rgb files, and add alpha to them (for opacity, most likely, I can't think of anything else where transparency would be useful, per se), and erase the black areas. Would then fill the same purpose as a greyscale rgb, just make sure you save it as .png, .tif, .psd or some other format that retains alpha information.
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