I'm doing some render To Texture under 3dsmax 2010 32 bit (trial version) with my new configuration and render is a little bit slow... I check the Task Manager and CPU Usage is about 72-87% and Physical memory usage stop to 1.83GB. The physical memory doesn't change at all and keep the same value... ...But I have 4go of…
dxt1 (RGB) compresses 6:1 dxt3 (RGBA) 4:1 (sharp alpha) dxt5 (RGBA) 4:1, (smooth alpha) 3dc (RG) 2:1 (for 8 bit data) 4:1 (for 16 bit ), compresses 32 bit better (2x16bit), ie higher quality normals there is no mainstream single channel compression. storage on disk is typically the same as in memory + a few bytes…
The mesh groups are your problem. You should be using a maximum of two or three on an 8GB system. If you're working at 2k resolution or higher, you're basically running out of VRAM and RAM and forcing Windows to write memory to the page file. 15 mesh groups will load four sets of textures for each group, as they're…
you know, i was thinking about it, and there's no reason to use standard 12 oz bottles anyway. I'll probably bump 'em up to 40 oz. bottles or 32 oz. cans (i think 32 oz budweiser cans would fit the color scheme). This helps with the scale issue and they look more like drunks. The more irresponsible and slobbish i can make…
In Blender 8-bit means per channel color depth, so 8-bits per channel. That's a standard texture. 16-bit means 16 per channel, and it used mostly for alpha masks/brushes. Unity does have a specific 16-bit format, because it's a grayscale format(mostly). All textures are 32-bit textures, but some like JPG or PNG are…
Hello Guys, Thank you for testing PixaFlux, your suggestions and comments are extremely important for us. Internally PixaFlux works with float 32 bits per channel. When the images are exported they are converted to 8 bits per channels. We can add a new image exporter that support 16 or 32 bits per channel. Do you know what…
The reason you see this problem is due to lack of bit-depth precision. What that means is the normal map has only so many possible color values it can use to represent the data that it needs to properly compensate for the smoothing, in this case the difference between the lowpoly and highpoly mesh normals is very subtle,…
I saw these first GUI images on gamer.nl http://www.xboxarena.nl/images/screenshots/xbox2mainscreen_01.jpg http://www.xboxarena.nl/images/screenshots/xbox2mainscreen_02.jpg http://www.xboxarena.nl/images/screenshots/xbox2mainscreen_03.jpg http://www.xboxarena.nl/images/screenshots/xbox2mainscreen_04.jpg They had also…
Hi polycomunity, I have problem with specular/gloss on my baked normal map. I have some artefacts there, as you can see on image. I simply export from Maya my LP and HP meshes, both are triangulated, LP have smooth groups and normals exported. In xNormal I set Cage and bake classic normal map in tangent space. Then I…
Ah, thanks for the context...good to know. Mostly I meant if it could display whatever the bit depth the current image was encoded in...i've become accustomed to photoshops 8/16/32 bits per channel scheme.