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Can VIZ use JPG 2000 images as textures?
"I predict future happiness for Americans if they can prevent the
government from wasting the labors of the people under the pretense
of taking care of them.” - Thomas Jefferson
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Don’t know. Do you have a JPG 2000 texture to try? Let us know if it works. I imagine it will.
Pixels, Polygons, get’m while their hot
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VIZ will not read a JPG2000 image. I also have noticed that there is a limit to the image size that VIZ will use for a bitmap. I’m trying to use some aerial photos that are high resolution to drape over a DEM and VIZ can’t really handle this type of work.
"I predict future happiness for Americans if they can prevent the
government from wasting the labors of the people under the pretense
of taking care of them.” - Thomas Jefferson
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How big is the file? Does it have to be that big?
Does VIZ have the Bitmap Pager? That might help. Also turn off Match Bitmap as closely as possible in Preferences.
You maybe right however, sounds like a job for 3ds max on a 64 bit box.
You might have to break the bitmap up into quadrants and then map them seperately to the geometry. I use aerial photos sometimes, but (as you know) the detail to size ratio is an issue.
Pixels, Polygons, get’m while their hot
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The original images I have to use are 1.4GB TIFFs. I need to stitch 9 of them together and drape them over a DEM. I took the 1.4GB TIFFs and converted them to JPG2000 images from Autodesk Raster Design. Then i realized that VIZ can’t use JPG2K images. So I converted those to JPG and in Photoshop reduced each one from 20000 pixels square to 7000 square. The final JPGs were around 9MB each, stitched together the JPG is 56MB. VIZ can handle that, but it’s slow.
How could I go about using different bitmaps and controlling their placement on a single object?
"I predict future happiness for Americans if they can prevent the
government from wasting the labors of the people under the pretense
of taking care of them.” - Thomas Jefferson
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Make a new material, and use Composite for the diffuse. Give it 9 slots, and use one image in each slot. Give each image a different map channel ID, and uncheck both Tile boxes. Then you’ll need to add 9 UVW maps to the surface, and give each a corresponding Map Channel ID. I just did a test with some random images, and it seems to work fine.
Chris
3DS Max Design 2011 64-bit - Advantage Pack
Dell Precision T5500, Dual Six Core Xeon X5650 @ 2.67GHz, nVidia Quadro 5000, 24 GB RAM, Win 7 Enterprise 64-bit
Minneapolis, MN, USA
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