WEBVTT

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Welcome to using texture's versus geometry.

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So this video you will understand that you will need both.

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The texture has to exist on something.

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You'll see that geometry is full detail and textures are full.

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The illusion of detail and realize that the appropriate combination of both is used to create models.

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So what do we mean by that so we have two images here.

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I use the texture which is on the right to create the polygon model that's on the left.

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Now looking at these two photos you can see that one is a plain green and one has a bit of colour to

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it etc..

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But essentially they're both now the same.

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I could have gone in and made a bit more detail but I thought that was good enough for this demonstration

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of course.

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Can you guess how many polygons are on these.

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Probably not.

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Here we go.

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There are 400 odd polygons on the one on the left and the one on the right.

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Is just the texture is full polygons So there's a performance boost to be had there.

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Now having a look at a rabbit scene will be getting to this in a moment.

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This is me using a mesh for the grass and this is me using the texture for the grass.

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As you can see there's a huge difference straight away.

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Now what I did do after seeing this and this was I went Well hang on a minute my blades of grass here

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are far too short and fat to make a direct comparison to here and also their luminous green which doesn't

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help at all.

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So I put together this particular one which uses a different colour set and as you can see not only

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has the cone disappeared then the lighting change ever so slightly but it's much much better.

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Quite close to this one but still not quite there because of all the different colour variants and of

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course you can spend a bit more time modelling to get that grass much better.

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Now a warning to those that are using their graphics card to render in windows especially there.

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Basically if anything takes more than two seconds you'll get a r has been detected.

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Application must close which is very very annoying.

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Now I'm not going to show you directly how to fix this because it's mucking about with your registry.

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All the alternative is to use a p you to do your rendering Now if you're s.p. was really really slow

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compared to your graphics card you'll want to go in and make the changes and I'll show you how to do

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that in a few moments or tell you where to go and they've got really detailed instructions for that.

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So in summary if you get the tedi are error when you're using your GP for rendering I think it only

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applies to end video.

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But it might also apply to a T.

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But I don't know if the solution is the same but you either use your cpq or try the fix that's listed

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on the screen now.

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And certainly if you've got the lecture notes you can click on that link as well.

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Or you can go ahead and type in now.

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Lots of texture on top of one another does work well as you can see the same basically the same scene.

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The set up time was a lot less with the texture than it was with the rendering itself.

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The rendering took significantly longer.

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When I was using textures rather than geometry so just a reminder of the scene that we're talking about

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here.

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This one here.

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Guess how long this portion of it took when I was rendering at 10 ATP.

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So not this resolution misses half of 720.

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So is tiny.

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For these demonstrations by are four I'd go out I'd leave this one going and the 10 ATP.

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Well I came back after being out of the house for a while.

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This took eight hours the total time estimate it was two hundred hours.

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So as you can probably imagine I gave up rendering that one in the end to just just to bear in mind

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if rendered time's not important to you and you can leave something rendering on a machine or it's just

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the one scene and not an animation.

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Sure if it takes 200 hours to do your final scene that's great.

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But for the rest of us that need to work on our computers and might need to turn them off to save energy.

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That's another big consideration here.

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If you're running a computer flatout for 200 hours it's going to cost you a little bit in electricity

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as well.

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So bearing that all in mind what you do now is move on to the next lecture and start importing some

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textures.

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See you soon.
