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How to determine the texel density in the video.

Naoto
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Naoto polycounter lvl 3
In the tutorial on making a still image, it was mentioned that the texel density of a building in an Enivironment piece is determined by what percentage of the render size it occupies.
For example, if the render size is 1920 x 1300 and the height of the first floor walls is about half of the render size, the vertical size of the first floor walls should be at least 650 px, so the vertical size of the UVs should be at least 650 px.

This made a lot of sense to me, but this is for still images, which is normal in game cinematics and films, but the camera moves, so there are times when the buildings appear very close together.

For example, in this reel, the buildings and windows are moving further and further away from the close-up shots



In such cases, what should the UV size (Texel Density) of the building be based on?


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  • okidoki
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    okidoki polycounter lvl 2
    You might want to add some explantions or links for the things you refering to?
  • poopipe
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    poopipe grand marshal polycounter
    If you're trying to work out what texel density you need you should  base your calculation on the closest view distance for the texture/object.

    calculating the correct density for a given view distance is simple if you know the FOV and target resolution - I'm sure its googleable  but bear in mind that some renderers will measure FOV vertically and others horizontally 

    in practice you'll find it makes more sense to just pick a resolution that  works for your closest case, match everything to that and worry about reducing things later on.  
     
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