PAs... Please hold off on the 8k textures...

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  • fastbike1fastbike1 Posts: 4,078
    edited October 2020

    FWIW, The PAZ Composition Scene loads and Renders with no issues. My current PC is new and was built to render better than my previous Win 7/ 980TI. Win 10 Pro, 64GB RAM, RTX 2080 8GB VRAM. The scene with the default Stusio HDRI takes 7948 MB at 3000 x 2400. Incrementally increasing render size has not changes the VRAM load significantly.

    Rendering wil running Chrome and CPU-Z and Foxit PDF.

    Rendered in 21 Min 18 sec. 1949 Iterations

    Post edited by fastbike1 on
  • GordigGordig Posts: 10,600
    edited October 2020

    I have absolutely no interest in 8K textures, since the vast majority of monitors and tv's out there dont' support it. Thanks to covid, theaters are dying and closing en masse. The future of movies is tv's only as people have no choice but to watch at home. The video's below are tech people explaining why you don't need 8K...unless you have a 100" tv that fills up your wall and you sit 5 feet from it...I  pity your eyes if you do.

    So basically I can use a model with 8K textures but it won't make any difference from the 4K for the montor, the tv or the tables most people use today. If I want to see a render someone did using those 8k textures, I would need a very large monitor and then zoom in to a section of the image in order to see the difference....why would I do that instead of  looking at the image as a whole. Don't know about the rest of you, but I'm not in the habit of admiring sections of an image.

    A texture pixel size of 8192 has nothing to do with the monitor size. It has everything to do with how close you can "zoom in" with a camera and still maintain visual fidelity. In general, the smaller the texture size, the further away the camera needs to be so things don't look like mud. Either that or you need to tile the smaller textures so things look crisper up close (which can result in a noticeable pattern repetition). 

    Exactly what I was about to say. Here's proof: the same scene, rendered at only 600 x 800 pixels, with the same HDRI at 1K resolution:

    2K:

    4K:

    and 8K:

    You can clearly see the clarity of the background improve even at such a low image resolution. Screen resolution and texture size are NOT THE SAME THING.

    HDRI1K.png
    600 x 800 - 707K
    HDRI2K.png
    600 x 800 - 758K
    HDRI4K.png
    600 x 800 - 825K
    HDRI8K.png
    600 x 800 - 883K
    Post edited by Gordig on
  • lilweeplilweep Posts: 2,746

    I have absolutely no interest in 8K textures, since the vast majority of monitors and tv's out there dont' support it. Thanks to covid, theaters are dying and closing en masse. The future of movies is tv's only as people have no choice but to watch at home. The video's below are tech people explaining why you don't need 8K...unless you have a 100" tv that fills up your wall and you sit 5 feet from it...I  pity your eyes if you do.

    So basically I can use a model with 8K textures but it won't make any difference from the 4K for the montor, the tv or the tables most people use today. If I want to see a render someone did using those 8k textures, I would need a very large monitor and then zoom in to a section of the image in order to see the difference....why would I do that instead of  looking at the image as a whole. Don't know about the rest of you, but I'm not in the habit of admiring sections of an image.

    A texture pixel size of 8192 has nothing to do with the monitor size.

    ty was literally hurting my last brain cell to see people talking about monitors in this thread.

  • SevrinSevrin Posts: 6,313

    I don't see 8k textures going away.  Ever.

    Software offerings follow hardware capabilities, and as long as there are workarounds for lower-end systems, and there are, meshes and textures are going to accommodate the highest denomiator, not the lowest.

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,101
    edited October 2020

    if they are not used in an optimal manner I don't want them

    for example a screw on a door hinge does not in any senario need an 8K texture 

    an iris could for an extreme close up say a needle in the eye

    some common sense on behalf of the PA needs to prevail

    yet I have seen textures far too large at 4K for things like a screw with bump, normal, specular and roughness maps!

    I suspect they they grab some generic PBR metal shader and apply it to everything 

    Post edited by WendyLuvsCatz on
  • if they are not used in an optimal manner I don't want them

    for example a screw on a door hinge does not in any senario need an 8K texture 

    an iris could for an extreme close up say a needle in the eye

    some common sense on behalf of the PA needs to prevail

    yet I have seen textures far too large at 4K for things like a screw with bump, normal, specular and roughness maps!

    I suspect they they grab some generic PBR metal shader and apply it to everything 

    What about a spider's eye view? That might need a really cloce close-up.

  • MalandarMalandar Posts: 776

    if they are not used in an optimal manner I don't want them

    for example a screw on a door hinge does not in any senario need an 8K texture 

    an iris could for an extreme close up say a needle in the eye

    some common sense on behalf of the PA needs to prevail

    yet I have seen textures far too large at 4K for things like a screw with bump, normal, specular and roughness maps!

    I suspect they they grab some generic PBR metal shader and apply it to everything 

    What about a spider's eye view? That might need a really cloce close-up.

    That would be a specialized thing that not everyone needs, indivioduals who wish to make a render like that need to look for what they need. Like western gun packs, I keep hoping that one will some day include a le Matt, but just because i would like to have a model of a Le Matt, does not mean that all western gun packs should have a Le Matt.

  • TaozTaoz Posts: 10,260
    Sevrin said:

    I don't see 8k textures going away.  Ever.

    Software offerings follow hardware capabilities, and as long as there are workarounds for lower-end systems, and there are, meshes and textures are going to accommodate the highest denomiator, not the lowest.

    +1

  • duckbombduckbomb Posts: 585

    if they are not used in an optimal manner I don't want them

    for example a screw on a door hinge does not in any senario need an 8K texture 

    an iris could for an extreme close up say a needle in the eye

    some common sense on behalf of the PA needs to prevail

    yet I have seen textures far too large at 4K for things like a screw with bump, normal, specular and roughness maps!

    I suspect they they grab some generic PBR metal shader and apply it to everything 

    When I make my own props I pump out every single map in 8K from Substance Painter, and just plug every one in.  It's a personal workflow thing, and an extreme example to be sure, but I do this because it takes me about 2 months to fully build all of my custom sets for my comics and I never want to get to a situation where I'm trying to render through a keyhole because insparation took me there but the resolution of the door hardware sucks so much I can't get a decent render at a large enough size to print.

    Again, it's a fringe case, but seeing as it's mine it's more important to me than anybody else's use cases here (as is true about theirs and mine, as well).

    The challenge (and the beauty) of DAZ Studio is that it has such extreme flexibility that it can be used in such a wide range of application.

  • jbowlerjbowler Posts: 841
    PerttiA said:
    nicstt said:

     

    By that logic, then a "16k" HRDI map that is 16384 x 8192 isn't "16k"...but they are most certainly marketed as such. I think it's a difference of opinions with a non-standardized naming convention. Either way, monitor size really has nil to do with it. 

    It isn't, its half 16k, no matter what the marketing [sensored] claim

    HDRIs are spherical, not rectangular.  "16k" is the circumference.

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