Old products optimized ?
cosmo71
Posts: 3,609
I thought that the textures of older products were optimized for DS 4 and up but it seems that this counts not for all products, like the "Tropical Cave" seems that they already have their poser textures set up (values). Bump Map for this product for example 7.8 and -0.01 and +0.01 that is nearly no bump
Post edited by cosmo71 on

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Don't count on texture settings, even if they are 'optimized' for a specific version/renderer, to actually be what you want/expect. Most of the time, those settings are what the person making them thought looked good...and more than likely on a particular hardware setup. Texture presets are not exact...they are more like suggestions of how the item should look.
The final 'look' is up to you, the artist.
that is clear but if you load new products by the vendor the textures have more "bump" "disp" so I though older once were optimized, too. I am sure I have read somewhere that older products got a workover since DIM and some already has.
BTW, I have no problem with fixing and editing textures but "opitimzed" textures for DS would make some scene building faster. A bump map with 7.8 and -0.01 and 0.01 is a poser bump I guess (no experience with poser but poser products have such low values sometimes often)
Where did you get that idea? There are tons of products in the store that predate DS4 or were made primarily for Poser, and are definitely not optimized for DS4....
And no, they didn't update all items in the store when they introduced DIM, they only re-packaged them.
Another thing to note is that bump settings are extremely dependant on camera distance and focal length. What looks good in a very cloe up closeup looks nonexistant at a 3/4 shot, and what looks good / normal in a 3/4 shot looks craggy and huge in an extreme closeup. This does not apply to normal maps or displacement maps.
That's interesting - why do they behave differently from normal/displacement in this respect?
Because bump is view dependent...displacement is 'fixed' to the mesh and normals are 'fixed' bump maps where the three colors define the X,Y,Z coordinates of the surface normal, instead of the view defining the apparent mesh surface. So for bump maps, the closer the shot the lower the strength needs to be to have the same apparent surface...