256 color problem ?

Started by Kadri, January 28, 2010, 04:07:01 am

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Kadri

January 28, 2010, 04:07:01 am Last Edit: January 28, 2010, 04:32:16 am by Kadri
From an other topic inspired , i thought about trying 256 color images for ram usage testing and for the resulting render quality .

A    20 000 x 6 000  true color  PNG image versus 256 color image did make nearly 200 mb difference in ram usage in Windows 7 home premium 64 and free TG2.
It wasn't a scientific test. Only very rough one and after i saw the result i didn't test more ( from a ram usage point ) .

There was a problem ; TIF , PNG or BMP all this formats in 256 color came as gray scale in TG2 .

Is in TG2 such a problem - restriction or is something wrong on my side ?

Kadri.

Kadri

Interesting ! Nearly 3 days and no one did try it ?

Kadri.

Tangled-Universe

I have no idea what you are trying?
Trying to render out in 256 colors or importing a 256 color image to use as an image map or mask?

Kadri

January 30, 2010, 10:01:20 am #3 Last Edit: January 30, 2010, 11:27:19 am by Kadri
When 64 bit Tg2 comes out this will not much of a problem anymore .
When you use many  and-or big images for textures they use ram .
This test was if we can use 256 color images in TG2 for small ram usage and how the image quality would be .
In Lightwave this tech was good at times . I wondered if TG2 would benefit too.
As i said above in my very crude test i saw 200 mb difference. This can sometimes end as render or not render the scene .
This is for normal render output but by using 256 color images as input for textures , mask etc .

Kadri.

nikita

I think TG2 has certain expectations as to what the files look like and how they are to interpreted.

You could try using the SGI format (if it supports color table based images.)

Kadri

January 30, 2010, 12:10:11 pm #5 Last Edit: January 31, 2010, 10:29:54 am by Kadri
Thanks , Nikita .

I have not a good editor like Photoshop .
I tried with Gimp , Paint net , Photo pros pro and XnView only .
I was going to try Irfan view but it only reads them (SGI) like XnView .
I could not make a 256 color SGI image .

Edit : SGI doesn't support it , if i understand correct (it says obsolete ) .

But TG2 could read a normal RGB SGI image . But this doesn't help me of course .

I have a feeling TG2 treats 256 color images as greyscale . But i don't know of course .

Did anyone tried it with 256 color images in TG2 ?

Kadri.

Klas

 :o
24bit bmp/8bit gif/png/bmp
Converted to 8 bit with Jasc Paint Shop Pro 9 - optimized color table - no transparency (8-bit textures in the test.7z)