Author Topic: tiled exr tx textures  (Read 658 times)

2019-02-22, 11:14:09

peterguthrie

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Hello All,

Couldn't find a topic about this so thought I would start one. Just wondering if coronabitmap supports tiled exr or tx formats?

I'm been testing a few scenes where I convert the large bitmaps (over 4k) to tiled exr or tx. Max loads a hell of a lot quicker and it can save a lot of RAM when rendering as well.

Pixamoon's bitmap relinking script can convert automatically, although it currently doesnt support coronabitmap.

any thoughts or experience in doing this?

Peter

2019-02-25, 21:50:23
Reply #1

agentdark45

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Had a quick read on tiled exr's - very interesting, I did not know this was a thing. If I understand correctly, Max will only load parts of the exr texture visible in the render to RAM? Any downsides to this workflow?

I wonder if this could be implemented within corona using regular jpg's?
Vray who?

2019-03-17, 13:12:16
Reply #2

peterguthrie

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yes definitely has a lot of potential as everyone moves towards bigger and bigger textures.


2019-04-04, 22:55:23
Reply #4

Njen

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No, what peterguthrie is referring to is basically mipmapping in a texture format. Multiple resolutions of the texture are stored in a container (exr or tif), and the renderer then uses smarts to choose the correct resolution inside the tiled image based on distance to camera, and thus is able to efficiently use RAM resources. The user is also able to bias the resolution chosen by the renderer by changing the blur value if they want to.

In a perfect world, I'd love for Corona to be able to load in tiled UDIM's for the most efficiency in memory usage and shader setup.
Please support my Kickstarter for my animated film, Cyan Eyed (rendered in Corona)!

2019-04-05, 15:49:49
Reply #5

agentdark45

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No, what peterguthrie is referring to is basically mipmapping in a texture format. Multiple resolutions of the texture are stored in a container (exr or tif), and the renderer then uses smarts to choose the correct resolution inside the tiled image based on distance to camera, and thus is able to efficiently use RAM resources. The user is also able to bias the resolution chosen by the renderer by changing the blur value if they want to.

In a perfect world, I'd love for Corona to be able to load in tiled UDIM's for the most efficiency in memory usage and shader setup.

Could this not be done on the fly with regular jpg's? For example: rays are cast from the camera to scene objects to determine the optimal resolution of the texture, the render engine then downsamples a copy of the jpg into RAM, dumping the original large texture. Sure this might take some additional processing time - but could be invaluable on heavy/static scenes.
Vray who?

2019-04-05, 23:50:05
Reply #6

Njen

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The whole point for tiled textures is that the renderer doesn't have to load in the largest size to 'down sample' anything. It's way more efficient for time and memory to simply select a lower res tile (or 'mipmap') from a container than to load in the largest resolution, decompress it, then generate a lower res version of that map all on the fly.
Please support my Kickstarter for my animated film, Cyan Eyed (rendered in Corona)!

2019-04-06, 10:52:47
Reply #7

romullus

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I remember Ondra once said that something similar is planned for Corona bitmap.
I'm not Corona Team member. Everything i say, is my personal opinion only.

2019-04-06, 18:22:23
Reply #8

peterguthrie

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2019-06-05, 11:21:56
Reply #9

Benjamin_F

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A big thumbs up for this!

With a lot of 100-300Mb textures, life is getting really hard.
Would be great to directly support .tx files.
« Last Edit: 2019-06-05, 11:45:29 by Benjamin_F »