Thomo Posted November 24, 2012 Report Posted November 24, 2012 Hi, I am using the new texture filter shader quite a bit and I am wondering if this has a significant impact on render times. Currently I am doing some architectural camera animations and have read some previous posts regarding the memory / render time hit that is incurred using shaders. Would I be better of editing my texture maps in Photoshop and avoiding texture filter? Texture filter is a great addition to EIAS, particularly in my case for work flow. Thanks for any input. Greg Quote
Buggsy Posted November 25, 2012 Report Posted November 25, 2012 Hi Greg, I have used shaders quiet a lot and the rendering penalty can be high. I can't remember off the top of my head but it can sometimes double the time and you also have to use higher sampling levels when animating. If it's just still work, I think shaders are great, but from a planning perspective, if your going to animate, avoid the shaders...kind of. If I want to use a shader, if it's say a floor, I do a high resolution snapshot of if from the 'top' camera view port, edit it in photoshop and then apply it as texture map. Or alternatively hunt down free texture maps on-line and use them. I'm not using v9, at the moment, so I can't answer your question specifically related to the shader you're talking about. Hope this helps though. Michael Quote
Thomo Posted November 28, 2012 Author Report Posted November 28, 2012 Thanks Michael, It was actually your discussions relating to animated walkthroughs that triggered my question. The texture filter shader is a great way to "edit" textures on the fly and since we are working in a 2.2 gamma linear work flow it is very useful to "strip" the gamma from the textures rather than having a separate, second set of textures. I'll keep experimenting on render time hits and post some results later. Thanks again, Greg Quote
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