WEBVTT

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Welcome to texture resolution.

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So in this video you will understand that resolution will control the level of detail at a particular

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distance.

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We'll go ahead to realize when a texture is ever going to be too large or too small.

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We're going to learn about the power of two and wine.

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And when it is important so let's go from the bottom up and start with the power of two.

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So bit of theory for you all here.

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Computers work with binaries zeros and ones a lot of external programs need power off two textures that

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is important.

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Now they aren't necessary in blender but are a good standard to adhere to especially when working with

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external programs and they don't have to be square providing the length of the side is a power of two.

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So I've been saying paratroop character in some of you will be scratching your head.

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Go Mike.

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I kind of get these English words you've put up here but I don't understand what the power of two is.

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So which numbers are power of too severe Imagine a rectangle or a square and the length of four sides

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there.

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So mathematically they'll be two to the power of N..

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Or as shown there two to the 5 etc equals thirty two.

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So if you've been around computers for a while you recognize this sequence 2 4 8 16 and so on and you'll

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notice that's your RAM will fall into those hard drives tend to fall into those lots of different things

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fall into these particular numbers.

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And this is where we do the power of to see you can have two five six on one length off of side by a

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thousand and 24 and another.

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Or you can have a thousand and twenty four by a thousand and twenty four and it be square.

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Each one of those is okay.

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Now it is important that you can't have it here to these standards especially if you want to export

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your Textus But there is one critical thing to remember because it's very tempting to say on let's say

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your diffuse smap.

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I don't need much detail here so I'll make it 32 by 32.

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It just needs a slight gradient change that set across it and then you go ahead and use a normal map

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let's say or a bump map displacement map to add more detail but you need that super fine detail so you

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do to 0 4 8 by 2 4 8.

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Now that is great but you're going to have a problem when you come to textures of different sizes.

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First of all they need their own you v map that is important.

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If you decide to have textures of different sizes within blender they're going to need their own e.v.

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Map.

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They're probably not going to be exportable even due to the need for multiple UV maps.

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Most programs when you import them say you're exporting as an effort because they'll take the primary

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the first you've Emap you've created and use that so the other textures.

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Obviously if they're a different size they won't match up with your you.

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Unwrap it is best to stick to one texture size for any given unwrap.

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So if you've unwrapped one particular model and you're going to give that to a 4 8 by 2 4 8 that is

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great and you can of course do another model that's not doesn't have to be as detailed and do it 5 hour

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by 5 12.

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You're going to have to play with these and it does.

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There are several things to think about when you're dealing with textures of what size you're going

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to require.

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I will go on sibor offer in a moment but the important thing to remember here is larger textures require

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more memory.

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If you had a texture that there is 256 pixels by 256 pixels and one that was 512 by 512 you may think

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the difference there is two it's not.

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It's quadrupled.

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That's going to take up quadruple the amount of space as the two five six one is and so forth as we

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go up that number change that we saw a moment ago.

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Okay so what size textures and this is a very good question.

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It's very tempting to just say you know what I'm going to use the largest size textures I can possibly

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use.

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Then nothing can go wrong.

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Well as you'll learn and develop skills you'll find that you run out of memory very quickly.

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If you decide to make the largest possible textures or blender will slow to a crawl or your game won't

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work it won't be able to load into the graphics memory.

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There's lots of different problems you can come to.

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So there are two main components to how large a texture needs to be and they're quite logical when you

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think about them.

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So first of all how far away is the camera from the object.

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Slash the texture that you were using.

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Of course camera you can place that with character.

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If you were in a game situation.

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So if you're looking at a building that's across the street but you're never going to get any closer

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to it there's going to be a finite amount of detail that you can actually resolve.

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And so there would be no point for instance probably going to eight fouls and it depends on the size

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of the objects as well so these two oscillate between one another.

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So we do need to be careful.

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I was going to say it doesn't matter you shouldn't go for an 8 k texture.

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Well actually you might need to if the object is really really big of course then you may split it up

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into smaller objects itself.

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But for instance kitchen tiles now they're a lot smaller but you get a lot closer to them.

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So what we have decided to go for here is thinking about what's that retina texture level.

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Now we've all heard of Apple's retina displays where you can't see the pixels.

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So we're going for a an utmost upper limits that your texture size would be and things beneath that

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would be okay.

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So the retina limit is really pushing it because that is when you can no longer see the pixels on your

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texture.

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In fact after that point you just wasting memory.

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So what is the retina texture level.

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Will the retina texture works out roughly to be three thousand two hundred sixty six times that tan

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of the size over distance.

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Now you can actually use Google you can type that into Google and replace size and distance and it will

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give you a sort of a texture size as it were that you could use.

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And then we need to actually round that up or down to the nearest power of two that would work for it.

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Hey it's Michael from the future here and we've had quite a few questions regarding this formula.

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Your calculator has been in radians in order for this to work.

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If you don't have a calculator that can go into radians or you don't know what that is or how to get

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there.

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You can use 57 times the tan of the size from a distance and that will work it out.

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If you can is in degrees.

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And of course there is one final thing here and that we haven't met.

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Im actually measured or spoken about and that is the importance of the texture or object.

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If it's something that's not really brought into the player's attention or the camera's attention it's

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something off to one side it's not the focal point of your scene.

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You can probably get away with a lot lower texture quality than otherwise.

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And you see this a lot in games where perhaps the scenery is not as textured in certain places as others.

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And the characters tend to have a lot more detail in them then perhaps a mug that they're going to pick

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up.

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You see this all the time and that is important.

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You don't want to make something.

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Incidental on the side or you might depending on the quality level you're going for but you don't want

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something that's incidental on the side.

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Having the same sort of quality level as the main object and the main focal point of the scene now obviously

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that's that's your discretion whether you go to that level of detail with other objects in your scene

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as well.

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If you're going for a more photo realistic feel where for instance a mug is completely circular you

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can't see any of the jagged edges going around making up that then then that's absolutely fine.

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Just bear in mind the higher level of detail the longer you're going to have to be working on that particular

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model.

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And let's say we do take the mulga example forward.

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The last thing you want to do is spend all of your time modelling a mug when you could have been modelling

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the main character that everybody's watching says worthwhile.

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Bearing that in mind as well.

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As with most lectures we've got a challenge.

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I would like you to calculate the following.

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Now I'm going to be a bit loose on this one and allow you guys to actually pick the size and distance

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that some of these objects are going to be from you.

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So play with them and see what you come out with.

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Remember if you're going to use MM meters kilometres in the case of the moon there remember that the

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size and distance have to be in the same units.

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Otherwise it's not going to work out.

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So balls of video now and give that a go.

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Okay guys.

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Welcome back.

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Let's go through and fill out this table.

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Okay so the first thing the moon has a set things are going to go die and mitts of the moon.

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Okay.

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So we are going to look this one up.

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I don't know zarmina Plock that in the table sets 3 4 7 4.

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Okay.

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And I'm going to change that to distance.

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That's not grammatically correct.

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I'm sure Google worked out for me.

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So three.

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Wow that's a long way away isn't it.

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It's going to take us a while to get there.

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So now I know that I can actually plonk in my equations that was three to six six times.

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Men tan.

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I can group that together there and I don't feel fancy the open book open bracket.

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I need it here.

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So tan and we need to go in and do size over distance.

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So that's 3 4 7 4 over.

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3 7 0 3 0 0 0.

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That'll give us a result of 30.

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So there you go.

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That is quite low.

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So that's going to be 32 by 30 you can actually get away with 32 by 30 to texture.

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If you were standing on the planet looking at the moon because it doesn't take up much size just make

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sure I got my dimensions the right way round there.

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So I've got size over distance so size over distance brilliant case building.

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I'm going to pick a hundred meters tall building and I'm going to be stood at a distance of a kilometre

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away.

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So I'm going to be stood at a foul a thousand meters and 100 meters.

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So then we go up and hit the back button here and hopefully know how.

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There we go.

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I've got my equation so I'll be 100 over a thousand So this is one of these things we can leave open

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in a tab here and we get back to it.

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So that's 327.

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Now this is a good one isn't it.

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I've picked something where the power of two is ended up halfway in between.

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So I've got to make a decision at this point.

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Well not necessarily at this point but I feel at this point whether or not I'm going to get any closer

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to the building if I am going to go for five 12 or I could probably get away with 2 5 6.

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Remember these are retin-a pixels.

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So at this point you as the viewer would not be able to see any of those pixels.

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It would be perfectly resolved.

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So in that case I'm going to go for two hundred and fifty six.

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Okay a kitchen tile.

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Well I'm going to do that in centimetres.

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I'm going to remember to put my units in here as well that is very important.

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Okay so a kitchen tile.

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I'm looking at kitchen tiles at the moment and they're about 10 centimetres across.

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So 10 centimetres and a distance Well if I was washing up I'm going to be stood roughly about 90 centimetres

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away from it.

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So I'm up to about a meter depending on where I am going to go for 90 to me.

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So I lean forward.

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Let's go for 70 centimetres.

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I'm picking at a dish from the from the liquid there that's so that's going to be 10.

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So I can adjust these figures here 10 over 70.

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Okay.

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Let's see what we've come up with here.

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Okay so that's close to 512 k.

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And finally a car well a car is approximately where.

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Depends where you are in the world.

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I've driven a smart car that's very tiny and I see some American cars like a Humvee or something like

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that are huge.

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So I'm going to go for a four meter car.

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So for me it's a car.

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Now if you let's say walking along the pavement then this is the distance thing again.

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So the car's never going to be any closer to me than let's say a meter but it's four meters long.

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Okay let's see what that works out to us.

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So for meters and by a meter.

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Okay.

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This one ends up very large in fact that is closer to 4 0 9 6 than it is anything else.

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So let's bring up my chart here.

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Now did any of the shock you.

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Did you think for instance that the moon was going to be a lot higher than 32.

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By 32 in order to accomplish a sort of retina level that did shock me and the car was particularly high.

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I wasn't expecting it to go quite that high.

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The building didn't puzzle me too much I thought that would be around sort of 2 5 6 5 12.

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I didn't anticipate the kitchen towel being quite the higher thought because it was quite a small object

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be able to get away with a lot lower.

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Now remember it is very important but these are retina level textures.

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You could probably get away with a lot lower than these probably half of these themselves.

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I hope that's you found that incredibly useful.

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Did you come up with some other size and distances.

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Did you come up with some crazy figures and just as a side note here most game engines at the moment

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don't support over eight thousand odd by eight thousand odd pixels.

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So you can't go much higher than that without causing yourself some memory problems so that's worthwhile.

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Bearing that in mind I'd love you to share your results if you came out of anything wacky there.

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And I will see you in the next lecture.
