[3ds max] Render to texture too low quality
by Marcus L · in Artist Corner · 03/23/2010 (3:15 pm) · 4 replies
So basically what I'm trying to do is to compress all the used textures in scene into one texture. Now my problem is that 3ds max's render to texture function results a too low quality texture even with 2048x2048 resolution. What i want to know is if there is another way to do it or if I'm just using the wrong settings or if you know of some other way to do it. So if you've managed to use this function successfully please tell me your settings.
Thanks
Thanks
#2
03/23/2010 (4:14 pm)
forget it...
#3
Off the top of my head I would have to ask if you are using a super-sampler to do sub-pixel generation and anti-aliasing? What about settings that you are using for RTT? How big are the original images that you are trying to sample down and how many are you trying to sample down to a single 2048 texture? What does your UVW space layout look like for texel usage?
Lots of important questions need to be answered really before a person can give you a proper suggestion to try out.
03/24/2010 (8:28 am)
Like eb said its pretty tough to give you suggestions to try out when we really don't know what is going on. If you are worried about someone stealing your textures, slap a bunch of semi transparent text over it that says "copyright mixedgraphics".Off the top of my head I would have to ask if you are using a super-sampler to do sub-pixel generation and anti-aliasing? What about settings that you are using for RTT? How big are the original images that you are trying to sample down and how many are you trying to sample down to a single 2048 texture? What does your UVW space layout look like for texel usage?
Lots of important questions need to be answered really before a person can give you a proper suggestion to try out.
#4
The problem at the moment is that "super-sampler" and "sub-pixel" and "texel" says nothing for me (and stuff inside of 3ds says just as much). And...
And for this...
As for the uvw, I'm currently using automatic flatten, which for some reason seems to be screwing things up.
Just so you know it, i have never done optimizing before i starter trying previous week, so I'm kind of a noob.
03/24/2010 (10:13 am)
Well, the ting is Logan, that i believe my textures are too big to be compress into a single texture without quality reduction (or without resulting a super size texture).The problem at the moment is that "super-sampler" and "sub-pixel" and "texel" says nothing for me (and stuff inside of 3ds says just as much). And...
Quote:What about settings that you are using for RTT?...this is kinda what i want you guys to answer me (i mean, whats the best settings in my case (or any)).
And for this...
Quote:How big are the original images that you are trying to sample down and how many are you trying to sample down to a single 2048 texture?... there are 7 textures with these dimensions; texture 1 is 816x816, texture 2 is 2560x1920, texture 3 is 1000x737, texture 4 is 360x360, while 5,6 and 7 is 1024x1024 (hmm, compressing all these texture into one 2048x2048 seems kinda unlikely all of a sudden).
As for the uvw, I'm currently using automatic flatten, which for some reason seems to be screwing things up.
Just so you know it, i have never done optimizing before i starter trying previous week, so I'm kind of a noob.
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