Optimal preffs for optimal pics in SL
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PetGirl Bergman
Fellow Creature:-)
Join date: 16 Feb 2005
Posts: 2,414
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08-26-2006 04:20
I have a 2*2 meter prim.. EXAKT 2 * 2 meter not less not more.
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At the top surface I want to paste a perfect pic... pic file. It MUST be as low lag as possible.. pasted in scale one to one in SL.
Make that pic optimal for use in SL what shall I set it to in Photoshop.
And what shall I save it in... jpg?.. .and ? - 72 dpi - 256*256 or or.. or..
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Next I will upload 300 pictures.. how do I do that in best way.. quick and cheapest..
*****
/Tina - EXAKT in a new project..
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Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
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08-26-2006 06:22
Ignore dpi setting. Dpi is for paper prints.
There is no 'one-to-one' scale in SL. Depends on zoom.
Go to File>Bulk Upload
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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08-26-2006 07:13
From: PetGirl Bergman I have a 2*2 meter prim.. EXAKT 2 * 2 meter not less not more. Okay, it's 2 meters, got it. To relate it to your question though, prim size has absolutely nothing whatsoever to do with texture size. "Meters" in SL are just a made up number for our benefit as human beings who are used to things in the real world being similarly measurable. It doesn't mean anything graphics-wise. The question is not what "size" is a prim, but how much of the screen is it likely to take up. If it's something that people are not likely to zoom in on, then a small texture should be used, always. If it's something that is likely to fill people's screens, then a larger texture may be warranted. Think in terms of how many pixels the object is likely to be using, not how many "meters". Meters mean nothing to your video card. From: PetGirl Bergman At the top surface I want to paste a perfect pic... pic file. It MUST be as low lag as possible.. pasted in scale one to one in SL. Simple formula: "as low lag as possible" = as few pixels as possible. If you want the image to use the least amount of system resources (the least "lag"  , then use the smallest possible canvas size you can. In graphics, it's always a balancing act between detail needs and performance considerations. The key is to find the optimum size for each texture, the size that yields just enough detail to look good while remaining as small as possible. It's a judgment call for each individual texture, depending on what it looks like and how it's to be used; there's no magic universal forumla. From: PetGirl Bergman Make that pic optimal for use in SL what shall I set it to in Photoshop. From: PetGirl Bergman And what shall I save it in... jpg?.. .and ? - 72 dpi - 256*256 or or.. or.. As I've said before when we've had this discussion, always output your work as TGA, and always save as 24-bit if the image doesn't need transparency, or 32-bit if it does. Don't use JPG; it's lossy, and low quality. Use TGA, always. Don't worry about DPI. As the previous poster said, that only matters for print. Screen resolution is always considered to be 72 DPI, and that's always how your onscreen images will appear. If it makes you feel more comfortable, then make it a habit to designate your for-screen images to 72 DPI so that they'll be deliberately different from your for-print images (I do this), but ultimately, it doesn't make any technical difference. From: PetGirl Bergman Next I will upload 300 pictures.. how do I do that in best way.. quick and cheapest.. There is no "cheapest". Each image will cost you L$10 no matter what. 300 images will cost L$3000. There's no way around that. As for the quickest way, use bulk upload so you won't have to manually go through the upload procedure 300 times. Just keep in mind that uploading 300 files will never be very "quick". It will take at least a few seconds for each, depending on your connection speed and SL's performance at the time and place you're doing it. If it takes one second per image, that's five minutes. If it takes 10 seconds per image, you're looking at close to an hour. There's no way to predict in advance how long it will take. I wouldn't try to upload 300 files at once unless you have an hour or more during which you're not going to be doing anything else.
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Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
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08-26-2006 07:28
From: Chosen Few The smallest texture size SL will accept is 32x32. It is not 32x32. Please don't misinform.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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08-26-2006 08:14
From: Cottonteil Muromachi It is not 32x32. Please don't misinform. Hmm, looks like you're correct. I just uploaded an 8x8, and it didn't get resized, as it would have in the past. Just so it's clear to anyone concerned, for well over 2 years, it was the case that whenever you'd upload a texture smaller than 32x32, it would get upsized. There were always Linden-made textures that were smaller, but user-made ones had a floor of 32x32. It seems that now (without warning, as usual), LL has removed that restriction. When exactly that was done, I have no idea. So, Cottontiel, old pal, looks like you're right on this occasion. In any case, I know politeness is a foreign language to you, and that you're on some kind of personal quest to discredit me, but next time, since you're so into not misinforming and all, how about at least including a little history in your responses? Not only would it serve to better educate everyone reading, but it would also demonstrate your superior knowledge in a much more effective way. Isn't that what you're after in the first place, to feel superior? Wouldn't it serve your purposes better to say something like "That used to be true, but times change, and you really should keep up," rather than just saying "please dont' misinform"? I'm really suprised you let such a golded opportunity pass through your fingers here.
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Land now available for rent in Indigo. Low rates. Quiet, low-lag mainland sim with good neighbors. IM me in-world if you're interested.
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PetGirl Bergman
Fellow Creature:-)
Join date: 16 Feb 2005
Posts: 2,414
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08-26-2006 08:25
Thanks so far guys.. I have made some tests.. instead of make 300 pics at 300 2*2 prims.. and yes I know size matters  ) OK NO.. I maybe can solve this by use of a 10*10 (*12) prim and combine 25 pics at that size IRL doc.. By use of photoshop.. So I made a test.. (I made it!).. and saved same psd as - tga and jpg - both 512*512 and 256*256... The 256*256 at that size was not good.. the 512*512 was better,,, I also used smart sharpen.. I see NO difference between the tga or the jpg when I have pasted the 512*512 files at the prim.. /Tina
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Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
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08-26-2006 19:24
From: Chosen Few Isn't that what you're after in the first place, to feel superior? I'm just saying. You're giving some wrong information in the context of this present moment. Which is what is important. It doesn't instantly allow me to walk on water or bring me a few thousand rabid followers.
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Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
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08-26-2006 19:30
From: PetGirl Bergman I see NO difference between the tga or the jpg when I have pasted the 512*512 files at the prim..
This is normal. If you set the jpg compression quality moderately high, no human can spot the difference. The tga and jpg will compress into more or less the same result when it gets uploaded into SL.
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Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
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08-26-2006 22:12
8x8 with no scaling has been there since ive been around ... altho im probally the only nut to use 8x8 @ 16x16 images
due to the way OGL renders things in SL those super tiny images make awesome graidents, just make some color bars in pain(t) and bam
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Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
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08-27-2006 00:41
When found to be wrong, always say 'It never used to be like this, some idiot in LL must have changed it for some unknown reason.' /109/9d/99836/1.html
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PetGirl Bergman
Fellow Creature:-)
Join date: 16 Feb 2005
Posts: 2,414
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08-27-2006 02:18
From: Cottonteil Muromachi This is normal. If you set the jpg compression quality moderately high, no human can spot the difference. The tga and jpg will compress into more or less the same result when it gets uploaded into SL. I am told the same by my clever GF and I asked at once why do we then have both in PS as save file as?.-)))) /Tina
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Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
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08-27-2006 02:59
They serve different purposes and were developed by different groups of people.
TGA - Lossless. Doesn't become blurry due to compression. - Has alpha channel to make transparency. - Huge file size.
JPG - Lossy. - Small file size, depending on quality setting. - Good as a web image format.
PSD - Preserves layer, text, object information. - Also very huge. Especially with many layers.
If your original image came from the web in JPG, saving it as TGA will not do any good. If you're creating your own designs, always keep the PSD file. Only save it as JPG or TGA right before you upload to SL.
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Tex Armistice
Registered User
Join date: 13 Dec 2005
Posts: 20
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08-29-2006 23:16
I understand that there is no relationship between meters and pixels for objects in world, since it depends on how far your camera is from the object. However, does this apply to HUDS?
It seems to me that since the viewers "distance" from the HUD is always the same, that there must be a native pixels per meter view for these.
Am I totally offbase here? If not, what is the optimal pixels per meter for this?
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Cottonteil Muromachi
Abominable
Join date: 2 Mar 2005
Posts: 1,071
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08-30-2006 07:15
From: Tex Armistice It seems to me that since the viewers "distance" from the HUD is always the same, that there must be a native pixels per meter view for these.
Am I totally offbase here? If not, what is the optimal pixels per meter for this?
Depends on your monitor resolution. Or if you're in windowed mode, the size of your window.
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