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create texture from UV mapping greater than 2048x2480
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11-27-2013, 12:16 PM
Post: #1
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hi all
friends, I have a little issue ... Is there any way to create a UV-map texture bigger than 2048x2048? please... help meee!!! thanx folks!!! |
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11-27-2013, 06:08 PM
Post: #2
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RE: create texture from UV mapping greater than 2048x2480
fetitxe,
No it is not possible. Someone would have to add that ability. Since I do not know, I ask if other software offers larger sizes and if so what sizes do they support? oort |
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11-27-2013, 06:26 PM
(This post was last modified: 11-27-2013 07:56 PM by fetitxe.)
Post: #3
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RE: create texture from UV mapping greater than 2048x2480
thanks oort,
it´s a disappointment not able to draw larger textures, so I could see Blender can do the map up to 32768x32768 pixels thanx friend |
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11-27-2013, 06:43 PM
(This post was last modified: 11-27-2013 06:46 PM by oort.)
Post: #4
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RE: create texture from UV mapping greater than 2048x2480
I have never looked at the code for AutoUV but I imagine it would be simple to add that size and others. Maybe dgud can add that quickly.
Edit: Unless larger sizes would cause memory issues with Wings3D??? oort |
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11-27-2013, 06:53 PM
(This post was last modified: 11-27-2013 07:03 PM by micheus.)
Post: #5
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RE: create texture from UV mapping greater than 2048x2480
oort, I can create one 4096x4096.
![]() It depends on your video card capability. But, you are sure when you say that someone "have to add this ability", because that is the limit (4096px). From the auv_texture.erl Code: draw_options() ->[edit] oort, did you remember about this old thread we have worked: Jpeg resolution crash Basically, when loading an image for image plane when it was bigger than the value of GL_MAX_TEXTURE_SIZE we need to resize it in order to avoid wings to crash. |
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11-27-2013, 07:03 PM
(This post was last modified: 11-27-2013 07:04 PM by oort.)
Post: #6
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RE: create texture from UV mapping greater than 2048x2480
Micheus,
Just to be sure I understand... Because Wings3D uses OpenGL it is limited to 4096 (assuming a video card that can handle that). This would only change if OpenGL changes what it supports. Is this correct? Edit: Yes I do remember now.... ![]() Thanks, oort |
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11-27-2013, 07:20 PM
(This post was last modified: 11-27-2013 08:18 PM by micheus.)
Post: #7
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RE: create texture from UV mapping greater than 2048x2480
(11-27-2013 07:03 PM)oort Wrote: Because Wings3D uses OpenGL it is limited to 4096 (assuming a video card that can handle that).I think that in the past this value would be enough for most projects as well it was not so usual have a video card that supported it. I believe we could enable autoUV to use the max value returned by OpenGL, but we need to remember it will make video memory usage to increase a lot. (maybe we need to take care about to not make Wings crash) You can check that max value in the menu Help->OpenGL Info and looking for Max Texture Size (it's 8192 in the PC I'm now). [edit] Just a example: 8192x8192x4(RGBA texture) = 268435456 = 256MB - just for one image. So, considering the uvmap image has been created as internal not only the video card memory is charged, but the system memory too. Now a days we have a lot of memory and the 64bit version of wings that can make possible load use such textures without any crash. ![]() Thinking about that, maybe we would consider to add 8192x8192 to Create Texture option in autoUV (if available). |
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11-27-2013, 08:10 PM
Post: #8
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RE: create texture from UV mapping greater than 2048x2480
thanks guys
I'll try with the desktop, with the laptop that I tried is a bit old ;P |
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12-06-2013, 04:45 AM
Post: #9
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RE: create texture from UV mapping greater than 2048x2480
you know if you assign a seperate material, you can use a seperate UV-map ... You don't need to be stuck on just one image. The Poser-Daz People have multiple Skin maps, and even with a good card, at any distance your looking at a MipMap, and so are your users. Plus Multiple materials allows you to "change clothes" or add stripes on a car, or even Hide parts. I like painting my models in Sculptris, but it only allows 2048 textures. Plus you can't paint Symmetry (mirror) UV'd models (but it can paint Half a model) Just some Ideas .....
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