There is no specific limit that I'm aware of, although the
Free Image library we use may have its own limitations (if so then probably around 32,000x32,000). It is however limited by your system's available memory, and the fact that TG2 is currently a 32 bit application. Greg is also correct that TG "uncompresses" images on load, which is to say that it deals with images in memory uncompressed - as most 3D apps do that I'm aware of - so the absolute file size of your image is not what matters, it's the resolution and bit depth. If you have a 1000x1000 pixel image, there are 1,000,000 pixels in your image. If it is a 24 bit image (8 bits for Red, Green, and Blue), it will be 24 bits divided by 8 bits per byte = 3 bytes per pixel. 3 bytes per pixel times 1 million pixels is 3 million bytes or approximately 3 megabytes in memory (remember that a MB is actually 1024KB). So a 10,000x10,000 pixel image at 24 bit is going to be 100 million pixels, so approximately 300MB in memory. Clearly memory use quickly climbs with higher resolution images, especially when several are used at once. Reducing the size of the subdivision cache and/or number of render threads can help in situations like this, though it will affect rendering performance.
- Oshyan