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General => Terragen Discussion => Topic started by: globule22 on June 02, 2010, 11:45:52 AM

Title: Rendering limitations?
Post by: globule22 on June 02, 2010, 11:45:52 AM
Hi all,

I have a big project on the tube and i may be use terragen for create realistic sky atmosphere.

This atmosphere will be incorporated in a huge spherical panorama.

With the first calculations of my shoot, the width of the panorama will be around 393120px.

So my question is: can i render a spherical panorama (using 6 cube faces of 125197 px of width) ?

If time is just the solution, no problem, the first test for my fist shoot gave me a rendering time of 16 hours ;)

Thanks by advance

Regards
Title: Re: Rendering limitations?
Post by: Hetzen on June 02, 2010, 11:59:06 AM
You can try, but 125k pixel renders seem like madness. Why on earth do you need that much resolution? Especially when clouds and sky you can often get away with 200%+ scaling.
Title: Re: Rendering limitations?
Post by: globule22 on June 02, 2010, 12:11:02 PM
QuoteWhy on earth do you need that much resolution?

Because i will shoot the panorama with a high zoom lens, and the final size will be around 77Gb for high zoom quality, it will be a high gigapixel panorama ;)

And i need to have if possible the same resolution of pixel for my center image and for the skies

I will try 125k this night.

Regards
Title: Re: Rendering limitations?
Post by: Klas on June 02, 2010, 01:41:04 PM
Correct me if I am wrong:
125197 * 125197 = 15 674 288 809 pixel. Each pixel 16 bit (2 byte) for r/g/b:
15 674 288 809 * 6 = 94 045 732 854
This is what you need on memory.

I am not sure if this can also be swap-memory.
Title: Re: Rendering limitations?
Post by: Goms on June 02, 2010, 03:28:35 PM
well... i think with a good program you can stitch this amount of images. There has to be a way as there are some 20-30 GPx images out there.
But TG2... You could do a lot of small images and stitch them also, with a good program.
Otherwise you will need around 50 GB mem according to my calculation.

So Hetzen is right, this is madness. :D

@Klas: I get around 50 GB for 24 bit or 25 GB for 16 bit.
px^2 for pixels
*24 (or *16) for depth
/8 for bytes
/1000/1000/1000 for GB
Title: Re: Rendering limitations?
Post by: Henry Blewer on June 02, 2010, 06:37:59 PM
Using such high resolutions for HiDef TV is not necessary. The real problem will be pixel blending the various elements in the composite image sequence so they look 'natural'. I would keep the resolution to the native 1920 x 1080. Render the sequence animation to match the camera motion external to T2. This should limit memory use and make the composite final easier to manage.
Title: Re: Rendering limitations?
Post by: jo on June 02, 2010, 06:43:30 PM
Hi,

You won't be able to render an image 125197 pixels wide in TG2. The limit for image size in the current 32 bit version is somewhere in the low thousands. The only way I can think of to do this would be to render much smaller tiles and then stitch them back together with

That is a massive image though. What DPI are you trying for? I know TG has been used for planetarium displays (not sure if that's the same sort of thing you're doing) and nowhere near that image size would have been used.

Regards,

Jo
Title: Re: Rendering limitations?
Post by: Hetzen on June 03, 2010, 01:13:16 PM
Quote from: globule22 on June 02, 2010, 12:11:02 PM
QuoteWhy on earth do you need that much resolution?

Because i will shoot the panorama with a high zoom lens, and the final size will be around 77Gb for high zoom quality, it will be a high gigapixel panorama ;)

And i need to have if possible the same resolution of pixel for my center image and for the skies

I will try 125k this night.

Regards

I see, but would it not be easier to take the camera into TG, as njeneb said earlier?