I’m getting a very large matte painting sent to me, supposedly about 40,000 pixels wide.
Does anyone know if it’s more efficient processor/graphics wise to have it broken into more, smaller pieces or fewer, larger pieces? The guy doing it doesn’t seem to care.
I’m on an Intel Mac Pro(2019) but I could move this to a linux box if need be.
If I was you, I would want it to be only as big as I need it to be for my comp but that will be very hard to judge and you will probably want to change your mind.
My terminal tells me that your maximum will be 16384. GRAPHICS: max texture resolution: 16384x16384
I have some 360 HDRs this big and they are very slow to work with but I wrap them on a sphere and quickly select what I need and pre pre-render them cropped before I feed that into my setups.
Can you do your own tiling in Photoshop? Get it supplied in full and you prep the 16K tiles?
I think you can map it to a 40k surface without tiling. But a Mac Pro may not handle it well.
Edit: Ok, maybe not that big, It seems to max out at about 30k
Please tell me that this matte painting will be used on a variety of shots with largely different framings/angles and/or have some massive zooms/tracks in or out that will utilise the resolution.
I would scale those four tiles down to 16384 x 9180. Action can handle a max res of 16K and this will most probably be enough for you. No one will miss that 20% size reduction, imho.
depending on how you are using the DMP and what the scale up will be in your setups you most prob wont need that high a resolution. Its best for speed sake to optimise and scale it down or tile it if need me in photoshop first so your flame is not working overtime unecessarily
Overhead shot of a woman walking on a beach and then we zooooom straight up into the sky revealing the beautiful tropical island she’s on, clouds wipe the scene aaaand LOGO.
I said can’t we just do this with Unreal or something but no one wanted to pay the 3d dudes.