PW Abandoned mine station... Seriously 4.3GB??!!

135

Comments

  • Oso3DOso3D Posts: 15,088

    As much as all black metallicity maps bug the heck out of me, I'll point out that an 8192x8192 16 bit uncompressed png of a pure black map is 384 kb.

    It's IRRITATING, but it's not really much of a blip on texture load.

     

  • Oso3D said:

    As much as all black metallicity maps bug the heck out of me, I'll point out that an 8192x8192 16 bit uncompressed png of a pure black map is 384 kb.

    It's IRRITATING, but it's not really much of a blip on texture load.

     

    You sure you don't mean compressed? I've a hard time believing an 8k 16 bit texture fitting under 1mb without being highly compressed let alone being under 1mb uncompressed. lol

  • CenobiteCenobite Posts: 206

    It takes all of 20 mins to download, it breaks up into parts lots of props with high res textures, a building set to create your own tunnels and mines, really good i just bought an interactive for it to use in my programs. I don't have an issue using this product with the correct lighting and environments and is extremely useful for many themes. If something has a large file size it's usualy down to the textures, the higher the resolution and detail the bigger the texture file is, plus you have premade set demo layouts which can be large enough to be an extensive download if the textures high res.

  • TaozTaoz Posts: 10,269
    edited November 2020
    Sevrin said:
    Mattymanx said:

    If anyone is using Daz studio 4.10 or earlier, Iray will load the maps for every surface its used on.  However, in Daz Studio 4.11 and up, the maps are only loaded once.  The exception to the rule, and this has always been the case, is if you use the same map in multiple channels on the surface such as using the bump map for gloss and top coat, will cause the map to be loaded again for each channel its used in.

    This is exactly what I have been talking about Richard, Not everyone can afford a new computer that meets the minimum requirements for newer versions of studio. These new sets are overloading older systems and instead of daz doing anything to help them are forcing them to find other means to make sets/characters/props work that they have already paid good money for. hank you Matty for giving a straight answer on this issue. 

    The thing here is that people who can afford newer hardware also likely have bigger budgets for content purchases.  Daz is also looking to sell store content to users who do not use DS at all, and higher quality assets make Daz content more attractive to them, as well.  Given how trivial it is for customers with less powerful systems and a little knowledge to downsample textures, either with free software #Irfanview, or using Scene Optimizer, I don't see that happening, nor should it happen, for reasons already mentioned in this thread.

    The suggestion that Daz provide file size information for the maths-challenged has merit, although storage and bandwidth availability is expanding cheaply and quickly (everywhere except at Daz's chosen content delivery network), and will become less of an issue in the near future.

    +1

    Post edited by Taoz on
  • Oso3DOso3D Posts: 15,088
    Oso3D said:

    As much as all black metallicity maps bug the heck out of me, I'll point out that an 8192x8192 16 bit uncompressed png of a pure black map is 384 kb.

    It's IRRITATING, but it's not really much of a blip on texture load.

     

    You sure you don't mean compressed? I've a hard time believing an 8k 16 bit texture fitting under 1mb without being highly compressed let alone being under 1mb uncompressed. lol

    If it's all black, it takes up very little space.

    Try it yourself.

  • PerttiAPerttiA Posts: 10,024
    edited November 2020
    Oso3D said:
    Oso3D said:

    As much as all black metallicity maps bug the heck out of me, I'll point out that an 8192x8192 16 bit uncompressed png of a pure black map is 384 kb.

    It's IRRITATING, but it's not really much of a blip on texture load.

     

    You sure you don't mean compressed? I've a hard time believing an 8k 16 bit texture fitting under 1mb without being highly compressed let alone being under 1mb uncompressed. lol

    If it's all black, it takes up very little space.

    Try it yourself.

    Doesn't matter how much space it takes on disk, the program that uses it has to uncompress the image and 8192x8192x16bit image uses 128MB:s of memory irrespective of the content, ie. no matter if it's just one color.

    Post edited by PerttiA on
  • Oso3D said:
    Oso3D said:

    As much as all black metallicity maps bug the heck out of me, I'll point out that an 8192x8192 16 bit uncompressed png of a pure black map is 384 kb.

    It's IRRITATING, but it's not really much of a blip on texture load.

     

    You sure you don't mean compressed? I've a hard time believing an 8k 16 bit texture fitting under 1mb without being highly compressed let alone being under 1mb uncompressed. lol

    If it's all black, it takes up very little space.

    Try it yourself.

    PNG is compressed, but losslessly rather than lossily as with JPG.

  • shadowhawk1shadowhawk1 Posts: 2,206

    It takes all of 20 mins to download, it breaks up into parts lots of props with high res textures, a building set to create your own tunnels and mines, really good i just bought an interactive for it to use in my programs. I don't have an issue using this product with the correct lighting and environments and is extremely useful for many themes. If something has a large file size it's usualy down to the textures, the higher the resolution and detail the bigger the texture file is, plus you have premade set demo layouts which can be large enough to be an extensive download if the textures high res.

    Maybe it took you all of 20 minutes to download, but it took me downloading each file singlily over 20 hours and had to limit what I was doing on the internet to do it in that time. I am glad it works great for you, but as I have said from the begining not all of us have a top end system to play with.

  • shadowhawk1shadowhawk1 Posts: 2,206
    Taoz said:
    Sevrin said:
    Mattymanx said:

    If anyone is using Daz studio 4.10 or earlier, Iray will load the maps for every surface its used on.  However, in Daz Studio 4.11 and up, the maps are only loaded once.  The exception to the rule, and this has always been the case, is if you use the same map in multiple channels on the surface such as using the bump map for gloss and top coat, will cause the map to be loaded again for each channel its used in.

    This is exactly what I have been talking about Richard, Not everyone can afford a new computer that meets the minimum requirements for newer versions of studio. These new sets are overloading older systems and instead of daz doing anything to help them are forcing them to find other means to make sets/characters/props work that they have already paid good money for. hank you Matty for giving a straight answer on this issue. 

    What you are asking is that Daz deprive customers who have invested in newer hardware of access to higher quality assets.  The thing here is that people who can afford newer hardware also likely have bigger budgets for content purchases.  Daz is also looking to sell store content to users who do not use DS at all, and higher quality assets make Daz content more attractive to them, as well.  Given how trivial it is for customers with less powerful systems and a little knowledge to downsample textures, either with free software #Irfanview, or using Scene Optimizer, I don't see that happening, nor should it happen, for reasons already mentioned in this thread.

    The suggestion that Daz provide file size information for the maths-challenged has merit, although storage and bandwidth availability is expanding cheaply and quickly (everywhere except at Daz's chosen content delivery network), and will become less of an issue in the near future.

    +1

    Funny you +1 the quote that puts words into my mouth.

  • shadowhawk1shadowhawk1 Posts: 2,206
    Oso3D said:
    Oso3D said:

    As much as all black metallicity maps bug the heck out of me, I'll point out that an 8192x8192 16 bit uncompressed png of a pure black map is 384 kb.

    It's IRRITATING, but it's not really much of a blip on texture load.

     

    You sure you don't mean compressed? I've a hard time believing an 8k 16 bit texture fitting under 1mb without being highly compressed let alone being under 1mb uncompressed. lol

    If it's all black, it takes up very little space.

    Try it yourself.

    PNG is compressed, but losslessly rather than lossily as with JPG.

    You know Richard, you still haven't answered the question as to why daz won't list file sizes in the product discription so customers can make a more informed choice.

  • Oso3D said:
    Oso3D said:

    As much as all black metallicity maps bug the heck out of me, I'll point out that an 8192x8192 16 bit uncompressed png of a pure black map is 384 kb.

    It's IRRITATING, but it's not really much of a blip on texture load.

     

    You sure you don't mean compressed? I've a hard time believing an 8k 16 bit texture fitting under 1mb without being highly compressed let alone being under 1mb uncompressed. lol

    If it's all black, it takes up very little space.

    Try it yourself.

    PNG is compressed, but losslessly rather than lossily as with JPG.

    You know Richard, you still haven't answered the question as to why daz won't list file sizes in the product discription so customers can make a more informed choice.

    I can't answer questions if I don't know the answer.

  • shadowhawk1shadowhawk1 Posts: 2,206
    Oso3D said:
    Oso3D said:

    As much as all black metallicity maps bug the heck out of me, I'll point out that an 8192x8192 16 bit uncompressed png of a pure black map is 384 kb.

    It's IRRITATING, but it's not really much of a blip on texture load.

     

    You sure you don't mean compressed? I've a hard time believing an 8k 16 bit texture fitting under 1mb without being highly compressed let alone being under 1mb uncompressed. lol

    If it's all black, it takes up very little space.

    Try it yourself.

    PNG is compressed, but losslessly rather than lossily as with JPG.

    You know Richard, you still haven't answered the question as to why daz won't list file sizes in the product discription so customers can make a more informed choice.

    I can't answer questions if I don't know the answer.

    Then who do we ask?

  • j cadej cade Posts: 2,310
    Oso3D said:
    Oso3D said:

    As much as all black metallicity maps bug the heck out of me, I'll point out that an 8192x8192 16 bit uncompressed png of a pure black map is 384 kb.

    It's IRRITATING, but it's not really much of a blip on texture load.

     

    You sure you don't mean compressed? I've a hard time believing an 8k 16 bit texture fitting under 1mb without being highly compressed let alone being under 1mb uncompressed. lol

    If it's all black, it takes up very little space.

    Try it yourself.

    PNG is compressed, but losslessly rather than lossily as with JPG.

    You know Richard, you still haven't answered the question as to why daz won't list file sizes in the product discription so customers can make a more informed choice.

    I think its because it gets obsured by the multiple related topics all contained within the thread that are related but not actually the same

    There are 

    1. List download sizes for people with slow/capped internet
    2. list download sizes to show how resource intensive products are
    3. don't use 8k textures
    4. have options or lower res textures included
    5. products should be more optimzed

    and various other variations thereof (not saying that you personally have said all these exactly but various comments from everyone influencing the tenor of the thread)

    In this thread 1 and 2 have been used somewhat interchangably as have  3, 4 and 5. But they are not interchangable. RH did answer 2 (filesize is not a reliable indicator of resource use, with which I agree), and given that much of the thread has been more about vram usage its understandable that that is the one he had more in mind.

    products being unoptimized/a desire for the option of lower res textures has also been used somewhat interchangably with 'no one needs 8k textures' which is much more what the peope disagreeing are disagreeing with. No one is pro unoptimized textures

     

    FWIW I would agree with 1 and 5. Actually, if we were in my ideal world DS would also have a built in feature that listed how much memory was required for an element and that would be listed

    Personally I find it pretty trivially easy to shrink 8k textures or batch convert to jpegs, so I think its perfectly reasonable to leave that to the end user, But size to download is definitely something that the end user has no way to modify so listing that is not a bad call though it does nave some potential side efects: namely people using filesize as a proxy for anything other than filesize, (as mentioned people seeing something that uses less lossy files and assuming its less optimized, or conversly a product that isn't texture heavy being very small and people therefore assuming it contains less)

  • barbultbarbult Posts: 26,271
    Oso3D said:

    As much as all black metallicity maps bug the heck out of me, I'll point out that an 8192x8192 16 bit uncompressed png of a pure black map is 384 kb.

    It's IRRITATING, but it's not really much of a blip on texture load.

    A little bit off topic, but why would a PA put a black map in the metallicity channel? I've seen that in products, too. Does that do something different than setting it to 0?

  • PerttiAPerttiA Posts: 10,024
    barbult said:
    Oso3D said:

    As much as all black metallicity maps bug the heck out of me, I'll point out that an 8192x8192 16 bit uncompressed png of a pure black map is 384 kb.

    It's IRRITATING, but it's not really much of a blip on texture load.

    A little bit off topic, but why would a PA put a black map in the metallicity channel? I've seen that in products, too. Does that do something different than setting it to 0?

    I don't think that's off topic, would also be interested in why?

    When I have come across a product that does that, I have reduced the pure black texture to 512x512px BW map without seeing any difference on the screen not before and not after rendering. Would have removed them if DS wasn't looking for a map with that filename.

  • shadowhawk1shadowhawk1 Posts: 2,206
    j cade said:
    Oso3D said:
    Oso3D said:

    As much as all black metallicity maps bug the heck out of me, I'll point out that an 8192x8192 16 bit uncompressed png of a pure black map is 384 kb.

    It's IRRITATING, but it's not really much of a blip on texture load.

     

    You sure you don't mean compressed? I've a hard time believing an 8k 16 bit texture fitting under 1mb without being highly compressed let alone being under 1mb uncompressed. lol

    If it's all black, it takes up very little space.

    Try it yourself.

    PNG is compressed, but losslessly rather than lossily as with JPG.

    You know Richard, you still haven't answered the question as to why daz won't list file sizes in the product discription so customers can make a more informed choice.

    I think its because it gets obsured by the multiple related topics all contained within the thread that are related but not actually the same

    There are 

    1. List download sizes for people with slow/capped internet
    2. list download sizes to show how resource intensive products are
    3. don't use 8k textures
    4. have options or lower res textures included
    5. products should be more optimzed

    and various other variations thereof (not saying that you personally have said all these exactly but various comments from everyone influencing the tenor of the thread)

    In this thread 1 and 2 have been used somewhat interchangably as have  3, 4 and 5. But they are not interchangable. RH did answer 2 (filesize is not a reliable indicator of resource use, with which I agree), and given that much of the thread has been more about vram usage its understandable that that is the one he had more in mind.

    products being unoptimized/a desire for the option of lower res textures has also been used somewhat interchangably with 'no one needs 8k textures' which is much more what the peope disagreeing are disagreeing with. No one is pro unoptimized textures

     

    FWIW I would agree with 1 and 5. Actually, if we were in my ideal world DS would also have a built in feature that listed how much memory was required for an element and that would be listed

    Personally I find it pretty trivially easy to shrink 8k textures or batch convert to jpegs, so I think its perfectly reasonable to leave that to the end user, But size to download is definitely something that the end user has no way to modify so listing that is not a bad call though it does nave some potential side efects: namely people using filesize as a proxy for anything other than filesize, (as mentioned people seeing something that uses less lossy files and assuming its less optimized, or conversly a product that isn't texture heavy being very small and people therefore assuming it contains less)

    While I have mentioned 1,4 & 5 I know that option 4 is asking a little much from PA's and is more of a wish than a reasonable request. However 1 and 5 I feel are reasonable to ask for as do you apparently. I would think that with all the issues studio has had with iraq dropping to CPU they would have thought of adding a file optimizing script into studio already. if nothing more than to make it a selling point so to speak. I don't have a batch converter so I ended up taking all 221 png files into photoshop and manually reduced them from 4096 to 2048 and 2.75gb off the overall size of the texture files. however there are some studio users that may not have the knowledge on how to use a batch converter or have software like photoshop or GIMP to do it themselves.

  • PerttiAPerttiA Posts: 10,024
    j cade said:
    Oso3D said:
    Oso3D said:

    As much as all black metallicity maps bug the heck out of me, I'll point out that an 8192x8192 16 bit uncompressed png of a pure black map is 384 kb.

    It's IRRITATING, but it's not really much of a blip on texture load.

     

    You sure you don't mean compressed? I've a hard time believing an 8k 16 bit texture fitting under 1mb without being highly compressed let alone being under 1mb uncompressed. lol

    If it's all black, it takes up very little space.

    Try it yourself.

    PNG is compressed, but losslessly rather than lossily as with JPG.

    You know Richard, you still haven't answered the question as to why daz won't list file sizes in the product discription so customers can make a more informed choice.

    I think its because it gets obsured by the multiple related topics all contained within the thread that are related but not actually the same

    There are 

    1. List download sizes for people with slow/capped internet
    2. list download sizes to show how resource intensive products are
    3. don't use 8k textures
    4. have options or lower res textures included
    5. products should be more optimzed

    and various other variations thereof (not saying that you personally have said all these exactly but various comments from everyone influencing the tenor of the thread)

    In this thread 1 and 2 have been used somewhat interchangably as have  3, 4 and 5. But they are not interchangable. RH did answer 2 (filesize is not a reliable indicator of resource use, with which I agree), and given that much of the thread has been more about vram usage its understandable that that is the one he had more in mind.

    products being unoptimized/a desire for the option of lower res textures has also been used somewhat interchangably with 'no one needs 8k textures' which is much more what the peope disagreeing are disagreeing with. No one is pro unoptimized textures

     

    FWIW I would agree with 1 and 5. Actually, if we were in my ideal world DS would also have a built in feature that listed how much memory was required for an element and that would be listed

    Personally I find it pretty trivially easy to shrink 8k textures or batch convert to jpegs, so I think its perfectly reasonable to leave that to the end user, But size to download is definitely something that the end user has no way to modify so listing that is not a bad call though it does nave some potential side efects: namely people using filesize as a proxy for anything other than filesize, (as mentioned people seeing something that uses less lossy files and assuming its less optimized, or conversly a product that isn't texture heavy being very small and people therefore assuming it contains less)

    While I have mentioned 1,4 & 5 I know that option 4 is asking a little much from PA's and is more of a wish than a reasonable request. However 1 and 5 I feel are reasonable to ask for as do you apparently. I would think that with all the issues studio has had with iraq dropping to CPU they would have thought of adding a file optimizing script into studio already. if nothing more than to make it a selling point so to speak. I don't have a batch converter so I ended up taking all 221 png files into photoshop and manually reduced them from 4096 to 2048 and 2.75gb off the overall size of the texture files. however there are some studio users that may not have the knowledge on how to use a batch converter or have software like photoshop or GIMP to do it themselves.

    Irfanview is free and apart from being a very good image viewer, it does batch conversions too.

    https://www.irfanview.com/

  • MattymanxMattymanx Posts: 6,997
    j cade said:

    alright I was intriged so I did some testing...

    Sorry, my bad, you are correct in your testing.  Its been a while since I tested this myself, and having just tested this again, I see that this has been improved as well.

     

    This is exactly what I have been talking about Richard, Not everyone can afford a new computer that meets the minimum requirements for newer versions of studio. These new sets are overloading older systems and instead of daz doing anything to help them are forcing them to find other means to make sets/characters/props work that they have already paid good money for. Thank you Matty for giving a straight answer on this issue. 

    You are correct, not everyone can afford the upgrade.  Even my 980TIs struggle with 8K maps.

    In my own personal opinion, it hurts both the PA and Daz3D because in the end, customers will boycott certain PAs products for excessive use of maps that are not needed and I am not sure there is much Daz3D can do about it.  We all learned different methods to do 3D and asking for change is a big thing as learning new skills or methods takes time.  I doubt everyone realizes that what works for games does not always work for 3D art that we do and vice versa.  There are different ways to do things in 3D.  Even though I have not done everything, I understand that certain methods are easier than others for getting the look and design, plus the rigging to work.  From some of the products I have purchased, I would say that some PAs simply included all the maps that substance painter gives them, including all black, white or greyscale maps, without much thought about what those maps are really doing, and that they can be left out in favor of just using the strength slider.  The all black, white and greyscale maps I normally resize to 100x100 so I don't have to edit the duf files.  However, the worst of those is the all black emissive maps.  Turning on emissive tells Iray to make all those polygons a light which eats up a lot of vram, and then throwing an all black emissive map nullifies the effect and vram is simply wasted.  I would say it comes down to a lack of knowledge, on several levels, one of which is understanding a lot of what Daz Studio is capable of when it comes to surfaces.  Another being that the 3D mesh takes far less vram then the textures do and as a result, you see a lot of details being painted in high res maps instead of modeled in, and then the texturing done with simple seamless maps.

  • MattymanxMattymanx Posts: 6,997
    PerttiA said:

    Irfanview is free and apart from being a very good image viewer, it does batch conversions too.

    https://www.irfanview.com/

    Another good one is XN Convert - https://www.xnview.com/en/xnconvert/ - Free to use for non commercial work.

    I also highly recommend XN View MP from the same site.  Its my prefered image viewer.

  • TaozTaoz Posts: 10,269
    Taoz said:
    Sevrin said:
    Mattymanx said:

    If anyone is using Daz studio 4.10 or earlier, Iray will load the maps for every surface its used on.  However, in Daz Studio 4.11 and up, the maps are only loaded once.  The exception to the rule, and this has always been the case, is if you use the same map in multiple channels on the surface such as using the bump map for gloss and top coat, will cause the map to be loaded again for each channel its used in.

    This is exactly what I have been talking about Richard, Not everyone can afford a new computer that meets the minimum requirements for newer versions of studio. These new sets are overloading older systems and instead of daz doing anything to help them are forcing them to find other means to make sets/characters/props work that they have already paid good money for. hank you Matty for giving a straight answer on this issue. 

    The thing here is that people who can afford newer hardware also likely have bigger budgets for content purchases.  Daz is also looking to sell store content to users who do not use DS at all, and higher quality assets make Daz content more attractive to them, as well.  Given how trivial it is for customers with less powerful systems and a little knowledge to downsample textures, either with free software #Irfanview, or using Scene Optimizer, I don't see that happening, nor should it happen, for reasons already mentioned in this thread.

    The suggestion that Daz provide file size information for the maths-challenged has merit, although storage and bandwidth availability is expanding cheaply and quickly (everywhere except at Daz's chosen content delivery network), and will become less of an issue in the near future.

    +1

    Funny you +1 the quote that puts words into my mouth.

    Sorry, wasn't really aware of that.  I've edited the post now so it only shows what I meant to say +1 to.

  • TaozTaoz Posts: 10,269
    edited November 2020

    .

    j cade said:
    Oso3D said:
    Oso3D said:

    As much as all black metallicity maps bug the heck out of me, I'll point out that an 8192x8192 16 bit uncompressed png of a pure black map is 384 kb.

    It's IRRITATING, but it's not really much of a blip on texture load.

     

    You sure you don't mean compressed? I've a hard time believing an 8k 16 bit texture fitting under 1mb without being highly compressed let alone being under 1mb uncompressed. lol

    If it's all black, it takes up very little space.

    Try it yourself.

    PNG is compressed, but losslessly rather than lossily as with JPG.

    You know Richard, you still haven't answered the question as to why daz won't list file sizes in the product discription so customers can make a more informed choice.

    Personally I find it pretty trivially easy to shrink 8k textures or batch convert to jpegs

    Shrinking is trivial yes, but you can't convert PNG/TIFF textures to JPEG without also editing the DUF references accordingly, which isn't trivial to do manually, especially not if the DUFs are compressed. 

    Post edited by Taoz on
  • TaozTaoz Posts: 10,269
    Oso3D said:
    Oso3D said:

    As much as all black metallicity maps bug the heck out of me, I'll point out that an 8192x8192 16 bit uncompressed png of a pure black map is 384 kb.

    It's IRRITATING, but it's not really much of a blip on texture load.

     

    You sure you don't mean compressed? I've a hard time believing an 8k 16 bit texture fitting under 1mb without being highly compressed let alone being under 1mb uncompressed. lol

    If it's all black, it takes up very little space.

    Try it yourself.

    PNG is compressed, but losslessly rather than lossily as with JPG.

    PNG does have an uncompressed mode (0),  1-9 represent compression modes with 9 being the highest/slowest (though with today's systems the speed difference is generally negligible).

  • j cadej cade Posts: 2,310
    Taoz said:

    .

    j cade said:
    Oso3D said:
    Oso3D said:

    As much as all black metallicity maps bug the heck out of me, I'll point out that an 8192x8192 16 bit uncompressed png of a pure black map is 384 kb.

    It's IRRITATING, but it's not really much of a blip on texture load.

     

    You sure you don't mean compressed? I've a hard time believing an 8k 16 bit texture fitting under 1mb without being highly compressed let alone being under 1mb uncompressed. lol

    If it's all black, it takes up very little space.

    Try it yourself.

    PNG is compressed, but losslessly rather than lossily as with JPG.

    You know Richard, you still haven't answered the question as to why daz won't list file sizes in the product discription so customers can make a more informed choice.

    Personally I find it pretty trivially easy to shrink 8k textures or batch convert to jpegs

    Shrinking is trivial yes, but you can't convert PNG/TIFF textures to JPEG without also editing the DUF references accordingly, which isn't trivial to do manually, especially not if the DUFs are compressed. 

    I have a method for it thats pretty dead simple actually: you can drag and drop the dufs into the batch convert tab in DS to make sure they're all uncompressed then open up notepad+ (or similar) drag and drop all your dufs onto it to open then up then do a find and replace in all opened documents and save all (I recently decided I wanted to change the file location of a bunch of HDRIs I had made presets for, so changing the file location in 50 dufs took under a minute)

     

    TBF I should have been a bit more cognizant that while I find it trivially easy, I did that by figuring out a easy method, but not everyone's brain immediately jumps to "oh yeah batch convert in notepad+" Its something I learned long enough ago that I might sort of subconsiously assume its common knowledge

  • PerttiA said:
    barbult said:
    Oso3D said:

    As much as all black metallicity maps bug the heck out of me, I'll point out that an 8192x8192 16 bit uncompressed png of a pure black map is 384 kb.

    It's IRRITATING, but it's not really much of a blip on texture load.

    A little bit off topic, but why would a PA put a black map in the metallicity channel? I've seen that in products, too. Does that do something different than setting it to 0?

    I don't think that's off topic, would also be interested in why?

    When I have come across a product that does that, I have reduced the pure black texture to 512x512px BW map without seeing any difference on the screen not before and not after rendering. Would have removed them if DS wasn't looking for a map with that filename.

    One possibility is that they are using a tool like Substance Painter, which I think will output a flat map if that's what the surface has (I suppose it helps with automated processes).

  • The feedback on wanting download sizes would need to go to Daz - I suppose through a Technical Support ticket since there is no longer a general feedback option.

  • McGyverMcGyver Posts: 7,085
    edited November 2020
    PerttiA said:
    barbult said:
    Oso3D said:

    As much as all black metallicity maps bug the heck out of me, I'll point out that an 8192x8192 16 bit uncompressed png of a pure black map is 384 kb.

    It's IRRITATING, but it's not really much of a blip on texture load.

    A little bit off topic, but why would a PA put a black map in the metallicity channel? I've seen that in products, too. Does that do something different than setting it to 0?

    I don't think that's off topic, would also be interested in why?

    When I have come across a product that does that, I have reduced the pure black texture to 512x512px BW map without seeing any difference on the screen not before and not after rendering. Would have removed them if DS wasn't looking for a map with that filename.

    Without seeing or examining the particular texture or model, my guess would be that a program generated the map... and the artist used it because they had it, without questioning whether it was necessary.

    For example if you don't set stuff up properly in 3D Coat and go to paint a model using the wrong materials, you end up with bad or unnecessary maps... so when you export the texture maps and have all the boxes for all the map types checked, you get useless maps... I've generated an entirely black metallicity map because I didn't use the right materials... they looked fine in 3D Coat, but not so much elsewhere... also a program like Materialize might do something like that if you don't set up the maps properly and just export all the map options.

    Post edited by McGyver on
  • TaozTaoz Posts: 10,269
    j cade said:
    Taoz said:

    .

    j cade said:
    Oso3D said:
    Oso3D said:

    As much as all black metallicity maps bug the heck out of me, I'll point out that an 8192x8192 16 bit uncompressed png of a pure black map is 384 kb.

    It's IRRITATING, but it's not really much of a blip on texture load.

     

    You sure you don't mean compressed? I've a hard time believing an 8k 16 bit texture fitting under 1mb without being highly compressed let alone being under 1mb uncompressed. lol

    If it's all black, it takes up very little space.

    Try it yourself.

    PNG is compressed, but losslessly rather than lossily as with JPG.

    You know Richard, you still haven't answered the question as to why daz won't list file sizes in the product discription so customers can make a more informed choice.

    Personally I find it pretty trivially easy to shrink 8k textures or batch convert to jpegs

    Shrinking is trivial yes, but you can't convert PNG/TIFF textures to JPEG without also editing the DUF references accordingly, which isn't trivial to do manually, especially not if the DUFs are compressed. 

    I have a method for it thats pretty dead simple actually: you can drag and drop the dufs into the batch convert tab in DS to make sure they're all uncompressed then open up notepad+ (or similar) drag and drop all your dufs onto it to open then up then do a find and replace in all opened documents and save all (I recently decided I wanted to change the file location of a bunch of HDRIs I had made presets for, so changing the file location in 50 dufs took under a minute)

     

    TBF I should have been a bit more cognizant that while I find it trivially easy, I did that by figuring out a easy method, but not everyone's brain immediately jumps to "oh yeah batch convert in notepad+" Its something I learned long enough ago that I might sort of subconsiously assume its common knowledge

    I'd prefer to write some code for automating the whole thing, personally I'd find that more trivial than doing it manually.  Like they say, all is relative...

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,196
    edited December 2020

    Using the example I bought the other day again,

    having a tiling terrain 8K image (yes there is tiling baked on the damned image) with the textures for the 3 types of rocks in the bottom left corner is IMO incredibly ignorant UV mapping, texturing and allocation of surfaces.

    But I don't think there is anyway other than actually seeing the downloaded product to pick up that sort of inefficiency.

    or the massive duplication separate models no instancing of blades of grass

    literally groups of 100's 

    Post edited by WendyLuvsCatz on
  • barbultbarbult Posts: 26,271
    edited December 2020

    Using the example I bought the other day again,

    having a tiling terrain 8K image (yes there is tiling baked on the damned image) with the textures for the 3 types of rocks in the bottom left corner is IMO incredibly ignorant UV mapping, texturing and allocation of surfaces.

    But I don't think there is anyway other than actually seeing the downloaded product to pick up that sort of inefficiency.

    or the massive duplication separate models no instancing of blades of grass

    literally groups of 100's 

    PC+ once did a similar tiling in image maps for a rock shader and had the audacity to call it high resolution. It was simply the low resolution image tiled 2X.

    I think you ought to return that product you bought, Wendy, with a clear explanation of why it is totally unacceptable. Are you talking about https://www.daz3d.com/old-crone-s-home?

    Post edited by barbult on
  • WendyLuvsCatzWendyLuvsCatz Posts: 40,196
    edited December 2020
    barbult said:

    Using the example I bought the other day again,

    having a tiling terrain 8K image (yes there is tiling baked on the damned image) with the textures for the 3 types of rocks in the bottom left corner is IMO incredibly ignorant UV mapping, texturing and allocation of surfaces.

    But I don't think there is anyway other than actually seeing the downloaded product to pick up that sort of inefficiency.

    or the massive duplication separate models no instancing of blades of grass

    literally groups of 100's 

    PC+ once did a similar tiling in image maps for a rock shader and had the audacity to call it high resolution. It was simply the low resolution image tiled 2X.

    I think you ought to return that product you bought, Wendy, with a clear explanation of why it is totally unacceptable. Are you talking about https://www.daz3d.com/old-crone-s-home?

    if I had paid more for it I would have definitely returned it.

    but I got it cheap so not a choosing beggar and have found solutions 

    I did however remove all the addons from my wishlist crying

    are other sets by other PA's just as bad, this one just the handy reference for the issue for this thread as the most recent on purchased,

    Fugazi sets are also something I only buy on sale for the geometry alone using my own shaders because they use ridiculous maps.

    That Room of Power I complained about another thread I resurrected works fine with other shaders.

    this is why DAZ doesn't allow product reviews cheeky

    they are incredibly cheap with many sales but quite frankly i13 sets are far too heavy too.

    Post edited by WendyLuvsCatz on
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