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Resolution versus Size ?

Francois

FSDevConf team
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Wrestling a bit with how to decide on how large to make my photos to fit on a building.

I mean, I understand that 1024 x 1024 pixels is max, and that it is better performance wise to get more textures on one sheet, instead of having multiple sheets.

I also understand that for really large buildings, that cannot be done, because the actual photo would be reduced so much that you'd lose quality/detail.

So, is there a 'golden rule' as to how many pixels go into how many meters of virtual building? Or do we just 'wing it' and estimate it depending on 'how it looks'?

I am working on an airport building that is 44 meters long..... I don't think I can (nor should) try and plaster ONE frontal picture on the entire length ?
 
The answer is going to lie in how important the model is to the scenery. If it is very important and you don't have too many other models in the area I wouldn't be too concerned with the texture sizes.

You could even go as far as Anthony did with his Roadvale scenery and use three 1024x1024 texture sheets and 663 polys for one hangar! The decision is up to you but use it wisely as using too many high resource models in a confined area will definitely bring the frame rates down to an unacceptable level.

Regards, Mike Mann
 
Hi Francois:

The more texture sheets per single object, the more texture file I/O and mapped texture material draw calls occur. :idea:

[EDIT]
I think 2 texture draws per "side" for a large hangar might not be too resource-intensive, if its complexity is otherwise average. :scratchch

Ex: 44 meters per long side at 50 pixels applied per meter = 2,200 pixels; that could be 2 texture spans per side on a 1024 wide sheet
[END_EDIT]


Although IIUC one could theoretically even use 2048 or 4096 square textures for FS objects rather than 1024 x 1024, 512 x 512, 256 x 256 (or even the rarely seen 128 x 128) pixel texture file, with texture files over 1024 x1024 in size, there is a rapidly diminishing return in performance on less powerful FS systems. :o


On a practical basis, there is also a point of diminishing returns as to just how "well-defined" or "higher resolution" ones' textures could be before one's object fails to integrate well with the surrounding scenery when compared to nearby objects and ground textures. ;)

Most of us might remember some of the early special effects used in movies which had superimposed flames that were unusually "sharp", water bodies / waves that looked "too wet", or buildings or rock formations / mountains that stood out too much due to overly well-defined edges, shadows, or specular shine highlights from the earlier methods used in production.

So, IMHO, one's objects must maintain uniformity relative to the remainder of the scenery in FS for acceptable "realism" at run-time. :cool:

[EDIT]
For example, the "door side" and "roof" of the metal quonset hangar at FSAddon's Plum Island are both about 20 meters wide / long and the mapped *.DDS texture for each is just under 1024 pixels wide (about 50 pixels applied per linear meter) ... and IMHO that object renders rather nicely into the overall scene.

The "front door wing" of the FBO building at LAGO's Emma Field 2004 is around 7 meters wide, and with adjoining left (north) and right (south) walls, the total main building long axis is 25 meters.

Brick wall portions of that (west) side of the building appear to use 3 mapped textures at 30%, 15% and 40% (85% total span) of a 512 pixel wide *.BMP (about 17 pixels applied per linear meter); and yet, IMHO, that object also renders rather nicely into the overall scene, even though the images also appear inherently (and purposely ?) ...not as 'sharp' as those used at Plum Island.

IMHO, while creating a realistic perception of FS visual "distance" that takes into account a "perceived" lesser resolution of textures at normal in-sim viewing distances (ex: without a drop in MDL LOD), one might expect for example, that interposed atmospheric 'haze' with dust and pollen from Fritz's 'constant gardening' (with various mowers and weed-whackers ! :p) could result in the Emma Field FBO looking slightly less sharp when navigating about on the grounds nearby! :wizard:


PS: I'd also convert any "lossy" JPG texture source files into a "non-lossy" ex: *.BMP, *.TIF, *.PNG, *.TGA, file before doing even (1) editing operation of preliminary compositing, sharpening, adjusting of color balance/brightness/contrast/gamma etc. prior to conversion to the final material file format, thus avoiding a cumulative loss of image detail which otherwise occurs incrementally each time the file is 'saved' back in a 'lossy JPG' format.
[END_EDIT]


Hope these considerations might help ! :)

GaryGB
 
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I'd also convert any "lossy" JPG texture source files into a "non-lossy" ex: *.BMP, *.TIF, *.PNG, *.TGA, file before doing any preliminary sharpening, color matching etc. prior to conversion to the final material file format, thus avoiding loss of image detail each time the file is 'saved'.

I usually work with NEF and png files, but sometimes the only 'source' available is jpg :-(
 
I usually work with NEF and png files, but sometimes the only 'source' available is jpg :-(
NEF and comparable "RAW" type files from digital camera bodies reportedly contain LOTS of details that are accessible with the 'right' software... prior to output into one of the 'common' formats; Sketchup seems to get along with PNGs rather well, IMHO. :)

BTW: Hopefully my aging NIKON F3 High Eyepoint 35mm SLR will soon be replaced by a NIKON digital D700 body; in the mean time, I still have my humble negatives scanned to CD. :o

GaryGB
 
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Hi,

I prefer to edit my textures in PSD format, since that allows me to keep layers, etc. With ImageTool these can easily be converted to DDS later on.

About the texture resolution. As said, it depends on how important the object is. If you only see it from the air you don't need a high resolution, while if you can drive upto it you need more.

A 44 meter objects converted by a 1024 pixel resolution textures means about 4 cm per pixel. I think for many objects that would be an acceptable resolution. I don't know how tall the hanger is, but I think you can fit the entire building on a 1024x1024 texture sheet.
 
PSD, Photoshop. My 'Fireworks' does layers too, and I have been using that for years. Am now putting textures on a 1024 sheet and it seems to fit. I have a bunch of 512 pix wide and a few strips of 1024. So far so good. :-)
 
Hi Francois,

I am not using Photoshop, only the PSD format. I use GIMP for all my texture editing. But any format that stores layers is sufficient of course.
 
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