I've been trying to find something about how Disney or Pixar or the likes texture all their environments or characters but I can't really find anything. Or even environment breakdowns ,all I get is animation breakdowns. I was curious if anyone had an insight of how they do it. I have a small inkling that it's maybe only…
1. I'm not sure I fully understand the question but I'll write some stuff anyway :) . Companies like Pixar and Dreamworks will paint textures to achieve a cartoony look. It used to be much more common to use procedural shaders that are evaluated at render time rather than textures. These saved on memory and disk storage,…
Ooooh, this is gonna be fun. 1. Is texturing for stuff like cartoons, popular in VFX? What does the workflow look like? 2. What is it like texturing for something photoreal? Are there any special rules, do you let the technology do most of the work, and what about an artist own input? 3. Since high end VFX is years ahead…
Yep, Exactly what .Wiki said. All modern production renderers have tiled caching schemes. They will page in just the tiles that it needs as it needs them. You need to pre-process the data into tiled, mipmapped versions, but doing that makes it possible to render these huge texture sets in realtime. A close analogy would be…
We render with arnold. The renderer makes use of so called "tiled" textures. These are basically mip mapped Files which are created out of our EXR textures. These tiled textures allow to load only the required mip levels of each UDIM texture. Here´s a quote from the solidangle documentation Another point is that we don´t…
Cool thread. jgreasley: That sounds like a crazy amount of data. Do you steam it in as needed or just rely on crazy spec'd out systems... Or rely on network rendering or something?