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Re: Texture DPI

Re: Texture DPI

2003-12-27       - By Robbert de Groot

 Back
Reply:     1     2  

The results will vary depending on rendering settings Object
Accuracy.  If that is set to .5 pixel then your texture resolution
can be 4 times larger (2 times larger in width and height of the
texture.) and the fidelity of the texture will still shine through.  
This will benefit when you have a texture that contains very fine
lines.  Going larger than this an Carrara may break up these fine
lines (E.G.: a simple texture, white with single pixel line(s).)

But then I'm probably just adding to the confusion.  I'll go away
now. :)

--- In Carrara@(protected), Frank Patnaude <drakkaen@(protected)> wrote:
> I do my work in poster sized and never use dpi except for
conversion.
> dpi  (dots per inch) = ppi (pixels per inch). This is how I figure
out
> how big a texture map is going to be:
>
> Size of output: 32 inches by 24 inches printed
>
> DPI/PPI: 150 (this should be a min of 72 and a max of 600. 150 is
> standard and everything looks great)
>
> Total Width in Pixels: 32 x 150 = 4800
>
> Total Height in Pixels: 24 x 150 = 3600
>
> Final Image Size: 4800x3600
>
> Approximate Size of Object Displayed: 20% x 20% (this means that the
> object will take up about 20% of the total size of the picture. I am
> using a square in this example, but it could be 20% wide and 10%
high,
> etc.)
>
> Approximate Pixels of Object Displayed: 960 x 720
>
> Type of Texture Mapping: Flat (this is key since wrapping a texture
> around a sphere, or onto a square or any other object will require a
> larger texture, sometimes as much as x2 or x4 in size)
>
> Approximate Texture Size: 960 x 720
>
> Of course, I am dealing with posters and everything should be scaled
> accordingly. A 10 inch by 8 inch full sheet of paper would be much
> smaller and the image size for the screen can be anything from
640x480
> to 1600x1024 depending on your needs. This type of process will
need to
> be done for each texture, but experience will allow you to guess
with a
> high level of accurancy once you get used to the way texture maps
are
> applied to objects.



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