.w3d file texture size limits

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  1. #1

    Default .w3d file texture size limits

    Hello,
    I am wondering why I am having trouble exporting large texture sizes from 3d
    max in a .w3d file. I end up with "noise" instead of the actual texture.

    What I'm doing is this:
    - I'm rendering a 3d panorama using the panorama utility in 3d max at the
    highest rendering.
    - I have 3 options to save from there: cylindrical, spherical and qtvr
    (there's no cubic option unfortunately, unless I'm missing something here...)
    - I've saved all of them in various formats.
    - I then create sphere, drag and drop the rendered panorama texture into the
    sphere, create a camera and export to .w3d
    - To keep the same resolution, I make sure it is at "no limits" when
    exporting. If I choose 512, it looks like crap quite frankly. I'm trying to
    make it look as good as the qtvr version, which retains incredible sharpness.

    For some reason, if I have the file size over 1536X768, shockwave doesn't like
    it. And yet, I need as high a texture possible to allow "good looking"
    real-time panoramas.
    The qtvr version works amazing in Director...but there is a disctinct lack of
    control and you have to make the hotspots in another program. I want to do it
    all in director.
    1024X512 - works
    1536X768 - works
    2048X1024 - doesn't work, goes noisy
    3072X1536 - Looks the best, but doesn't work, goes noisy
    So why would this be?
    Surely there must be a way to export higher res textures in .w3d format..?

    Here is the actual link to a screen shot of the "noise":

    [url]http://s92.photobucket.com/albums/l37/dragonspoop/?action=view&current=Shockwave[/url]
    -3d-problems-1.jpg&refPage=&imgAnch=imgAnch1

    Any help would be very much appreciated! Thank you...


    SIRMANTHEDMAN Guest

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  3. #2

    Default Re: .w3d file texture size limits

    Is that screenshot from max's export preview? If so, try opening the actual w3d
    - I think the problem is just in the export window, and not in the actual w3d.

    I just tested with a 2048x1024 texture, I saw the same 'noise' as you in max's
    preview window, but when opening the w3d in director it looked fine.

    hope this helps,

    - Ben

    duckets Guest

  4. #3

    Default Re: .w3d file texture size limits

    couple more points:

    * I tried 4096x2048, also had noise in the max preview, but displayed fine in
    the resulting w3d.

    * non power-of-two sized textures will be automatically resized to the nearest
    power of two texture (might always be downwards actually), so it's not worth
    bothering with sizes like 1536X768 or 3072X1536, because they won't actually be
    displayed at that resolution anyway.

    - Ben



    duckets Guest

  5. #4

    Default Re: .w3d file texture size limits

    Sorry, one more thought

    If you want to generate the images for the 6 sides of a cubic VR, just create
    a camera and adjust its FOV to 90 degrees, place it in the centre of your
    scene, and use the standard render option to render a square image (power of
    two dimensions, remember) in each of the 6 directions. Make sure 'angle snap'
    is on, and just rotate your cam to get each of the views.

    - Ben


    duckets Guest

  6. #5

    Default Re: .w3d file texture size limits

    Hi :)
    Thank you for taking the time to help me out! It's been very frusterating, to
    say the least....
    Fantastic advice Ben and I will try it right now, to see if it works! I' will
    post again soon to let you know..

    As for the cube part, do you know how to use the Reflect/Refract map option to
    render out cube panoramas? I know it exists, but am having trouble using
    it...mainly, what object I am supposed to "select" when it tells me to pick an
    object.
    Basically, I just want a camera in the 3d room and have it automatically
    generate the 6 graphics of the room for me. Just not sure how to have it
    generate those cube maps... Do I select the "camera," a "wall"..?


    SIRMANTHEDMAN Guest

  7. #6

    Default Re: .w3d file texture size limits

    You might also want to have a look at my SPi-V engine, a Shockwave3d
    based panorama viewer. It reads normal images, as opposed to a w3d model
    with images wrapped to it, and it accepts arbitrary image sizes. The
    images are chopped up into 'powers of 2' chunks before they are
    displayed, to ensure maximum image quality.

    [url]www.fieldofview.com/spv[/url]
    and
    [url]www.fieldofview.com/spv-gallery[/url]

    The SPi-V movie can be embedded into Director projects as an LDM.
    Documentation is available here:

    [url]www.fieldofview.com/spv-dev/docs[/url]

    'do
    Aldo Hoeben Guest

  8. #7

    Default Re: .w3d file texture size limits

    Not sure how to do it automatically, never tried it. But it's pretty simple to
    do it manually using the method I described - that's how I've always done it.
    (camera with FOV 90 degrees, render square images, and manually turn the camera
    to each of the 6 sides).

    - Ben


    duckets Guest

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