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Showing content with the highest reputation on 06/07/2022 in all areas

  1. I'm not Redshift expert, either. Neither do I have an explanation for the sheer amount of difference in size. But in general there will almost always be difference between texture size in size in memory. Depending on file format the difference will differ. Even with lossless file formats, the image contained will be compressed. I think BMP is one of the few exceptions, where the pixel data is really stored as is (and hence the format is what it is today, rightfully marginalized). For an 8 Bit RGBA image uncompressed this means number of pixels times 4 bytes. Then in memory it may depend, how for example the renderer handles image data and which format is used. To represent a larger color space this will often be a floating point format with at least 32 Bit per color channel. Resulting in 16 bytes per pixel. Just wanted to mention this. It's probably known anyway. In that case just ignore my post.
    2 points
  2. The S key is the big one for me: being able to find things in complicated scenes either in viewport or in the object manager makes the whole thing so much better.
    1 point
  3. Outputs, other than the default op or geometry, are only visible and useable within scene node graphs, not Xpresso.
    1 point
  4. I think that’s from the back light hitting the side and blowing it out 🤔
    1 point
  5. Yep, indeed I did. And this argument I could maybe follow from a user point of view. To answer the question from the last screenshot: From technical point of view there is nothing to turn off on a polygon mesh (as Cerbera already said). The checkmark/enable should be called correctly "Generate Polygon Cache", because that's what it is doing internally. A polygon mesh is the cache itself, so it does not have this option. This should also explain it for Back-/Foreground and Floor (neither needs a cache). Figure, Lathe, Rectangle are all parametric objects with a poly cache which needs generating. The only one I would need to think about is the Stage object. Technically I think it needs one, because you can parametrically select background and foreground objects, which then get cached in the Stage object.
    1 point
  6. Uh... I don't remember saying tha- ... yeah, sure. 👀 Thats the model
    1 point
  7. @MJV I'm obviously one one of those. And as a developer certainly tainted in my views. But could you maybe elaborate on the failure of logic? From my point of view these options are fundamentally different. The dots only toggle visibility, while the checkmark toggles execution during scene evaluation. I would certainly argue against mangling these two functionalities into one. I need them separated all the time. Best example, using some Xpresso workflow to clone something onto some generated mesh. There I need the mesh to be generated, but do not want it to be visible.
    1 point
  8. Because, sadly, Maxon did not make it that way. Some will argue that there is some logical or rational reason behind it, but there isn't. It's just a general failure of logic and reason that is so old and established that it has come to be accepted as canon, just how things are and never questioned anymore.
    1 point
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