memory cost of 3 bw masks vs 1 RGB mask

Started by gregsandor, May 20, 2010, 06:58:37 PM

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gregsandor

Hey guys -- I have a lot of large black and white masks for a scene.  If I combine three at a time, as RGB channels, then split them via functions once in TG, would that reduce the memory consumption or is it the same cost?


Tangled-Universe

I don't know, why don't you try it yourself? :)

Oshyan

I would think it should be the same memory cost. TG2 needs to store everything in memory at full bit depth, no compression, and all channels. So whether it's 1 image with 3 channels or 3 with 1 each, it should be similar. There should only be a minimal difference due to file container overhead.

- Oshyan

gregsandor


gregsandor

Hang on, if I currently have 3 images, that's 9 channels.  If I combine them it reduces to 3 channels, so the overall cost is less.  Right?

Currently reading http://forums.planetside.co.uk/index.php?topic=2519.0  as I work on this.  I've combined my masks for a test and will post updates.

Oshyan

I was assuming you were using 1 channel images. But come to think of it, I'm not certain TG2 supports them, at least not for all formats. Maybe TIF, SGI, and/or EXR.

- Oshyan

gregsandor

#7
How do you reduce an image to a single channel?  When I split to RGB then save one, on opening it seems to have 3.

Meanwhile, can anyone help me figure out how to seperate a RGB image into the separate channels.  I've tried constant Colour Red ---> Subtract Colour ---> Blend by Shader but get weird results.  Is there a function to do this better?

I think I've found it:  Red to scalar, Green to scalar, Blue to scalar seems to work so far.  What does scalar mean?


gregsandor

Thanks.  I've converted some of my masks and updated the tgd.  Running my first test render now.  If it doesn't crash I'll consider it a success.  Meanwhile I'll read up on the links you posted.

gregsandor