Thanks Marc,

Very useful info.

Chris
Morsel Animation


----- Original Message -----
From: "Marc Michael" <[EMAIL PROTECTED]>
To: "Marc Michael" <[email protected]>
Sent: Sunday, October 14, 2007 10:41 PM
Subject: The best size for textures


> Hello,
>
> ok, here we are. I have spend now some time to answer the question
> "Which is the best size for textures"? And here is my answer.
>
> From a theoretical point of view I came to the following top 3:
>
> 1. The texture has the same size than the texture in the final
> rendering.
> 2. The texture is smaller than the texture in the final rendering.
> 3. The texture is bigger than the texture in the final rendering.
>
> The number 1 is simply the best solution because you have full control
> over every pixel in the image. Number 2 creates only a small amount of
> distortions. But the final rendering can hold nearly all information
> from the source texture. Number 3 is the worse! You will loose
> information. It looks like cheese from Switzerland. It will have holes
> in it. Think of what would happen if you have a texture of the size
> 16x1 pixel which only consists of alternating black and white pixels
> and you scale it down to a size of 8x1 pixels. Realsoft3D will create
> 8 white pixels! This is the aliasing effect. Try to use a line drawing
> as a texture in Realsoft3D.
>
> But from a practical point of view the top 3 turns around!
>
> To have the source texture the same size than the texture in the final
> rendering isn't possible, simply because the texture in the final
> rendering will be distorted by the perspective. The texture in the
> final rendering will have different sizes at different locations in
> the texture.
>
> If the source texture is smaller than the texture in the final
> rendering than this will produce blocky images. Because there is no
> information to fill the new pixels. So, many pixels will get the same
> colour and the result is simply a blocky picture.
>
> The best solution is to create the source texture bigger than the
> texture in the final rendering. But to prevent the aliasing effects
> you have to scan it with a higher resolution. If the source texture
> has more pixel than you use for scanning, this would result in
> aliasing effects. This means, you have to use as much scanning rays as
> your source texture consists of. For example, if your source texture
> has a size of 5000x5000 pixels, you have to setup 5000x5000 scanning
> rays to prevent aliasing effects, even when the texture in the final
> rendering has a size of 500x500 pixels. This would waste a great
> amount of CPU time.
>
> So, in my opinion the best solution is a source texture, which is
> slightly bigger than the texture in the final rendering. After some
> tests I came also to the conclusion that anti aliasing on the source
> texture also helps to increase the quality of the texture in the final
> rendering.
>
> I have setup a web page which I used as a scrap book:
>
>     http://realsoft3d.turboland.de/BestTextureSize/
>
> It's not finished yet, but it shows how I came to my opinion. I have
> also done some real practical tests which doesn't shows up yet.
>
> Now it's your turn. What do you think? What's your experiences?
>
> --
>  Best wishes,
>  Marc Michael
>
>
>
>
> --
> No virus found in this incoming message.
> Checked by AVG Free Edition.
> Version: 7.5.488 / Virus Database: 269.14.8/1064 - Release Date:
11/10/2007 15:09
>
>

Reply via email to