Marcoor FS Maps too Small
aaráribel caađo
Posts: 686
in The Commons
I did my first render with the Marcoor FS. The texturing is brilliant—clearly a lot of care went into making this right. However, when I went to render a cinematic-style widescreen shot, the fact that the entire body occupies one UV map showed up: the render has this weird half-tone-looking effect that I've seen with other renders when the texture maps aren't large enough.
Earlier, I did modify the diffuse map slightly by "painting over" the logo (I'm using it as a stolen pirate ship). I save the file as an uncompressed JPG (e.g., 100% quality), so I don't think that should have made an impact. However, while doing that, I was surprised to see that the part of the file with the FS text on it—a chunk of the ship that's almost as big as a DAZ figure, scale-wise, was very small. So I feel confident the problem is that the ship's body wasn't broken into multiple UV sets and everything must fit on one 4k map. That would be fine if the ship weren't used in close ups, but if you want to render out a DAZ character near the ship at a reasonable size (say 800-1000 px tall), the texture breaks up as show.
I'd urge all PAs to make sure the texture maps they're creating are large enough to match up in scale to a standard DAZ figure. I know there's some compromise with having a bunch of huge maps and render RAM, but I'd rather have to make some adjustments than not have the resources to do a render with a product I've purchased.
Not-Enough-UV-Space.jpg
741 x 557 - 89K
Comments
Yeah, with a lot of this stuff I've relied on retexturing with either map-less stuff (like my procedural stuff), other more specialized mapped stuff (like Mec4D's paint/metal shaders), or, in 3DL, procedural grunge (like Stonemason's Dirt shaders).
I'm not sure what you are seeing, but it isn't likely to be due to texture size. Are you sure the model isn't using tiling maps?
As an aside, all jpgs are compressed and lossy - saving at 100% applies the minimum compression and data loss, but it does apply some. If you want a lossless save you must use a different format.
Are you rendering in Iray? What texture compression settings are you using?
If the filtering settings aren't set right, a high ratio of texture pixel to screen area CAN cause this, Richard. I've seen it and fixed it myself.
Interesting - is there a general fix that could be applied after the texturen exists, as here?
Hmm. Can this be somewhat fixed by scaling the texture to, say, 8k then scaling the UV to match? It seems like scaling outside of DAZ would prevent some of that texture breakdown in the screenshot above...
For the record though, I own the Marcoor products and I haven't seen this effect -- at least for the indoor sets.
Okay, I've included some tests: Loaded Marcoor FG, loaded the textures into PSP and resized the ship_2 maps to 200% using Smart Resize, then Bicubic-Sharp. Compare this to the regular maps and there's a *slight* improvement in the hull quality...