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MultiLayer shader Slowdown

Posted: Mon Mar 16, 2015 5:51 pm
by stir
Hey.

I am working with shading a highrez pipe.
What we want is to create is a multilayer shader containing metal in at the bottom, then a layer of paint and on top of the paint i want some dirt and dust.

So what i do is creating a aluminium from the wizard.
Then making a new layer where i create a white glossy paint shader.
I create a scratch map that i put in the opacity slot to reveal some of the metal under.
I then create a third layer that i call dirt.
Create a dirt shader and a mask that controll's where on the paint layer it should be visible.

Somewhere along this rout i must have messed something up...because this ain't rendering. I have been looking at "DEBUG: - Preprocessing material" for 30min now....

any ideas from the smart brains out here?
I tried removing all the Texture maps because they are 8k each. still nothing...but! when i dissable the top layer (the dirt layer) and only have the metal and paint. it renders!
But if i keep the dirt layer off and add the texture maps again, it hangs. So might be a combination of high maps and bad shader structure.
But maxwell are suppose to support really highrez maps am i right?

thanks for taking your time.


Image



Specs:

Windows 7 x64
3ds max 2014 SP5

Maxwell 3.1.0.2
Plugin 3.1.5

Re: MultiLayer shader Slowdown

Posted: Mon Mar 16, 2015 6:04 pm
by stir
Hehe i Noticed the maps are 16 bit.
That's overkill, but shouldn't be triggering this problem. or?

Here is a link to the shader. Exported MXM with the 16bit texturemap files. If some one wants to take a look.
https://www.filemail.com/d/sghakivuucernad

Re: MultiLayer shader Slowdown

Posted: Mon Mar 16, 2015 6:12 pm
by stir
Sorry for spaming down the forum, seems like the brain is clearer when i'm typing my thoughts down, brainstorming :D

the 16bit was indeed the culprint in this case, converting all the maps to 8bit solved it.
I would have never guessed.

Re: MultiLayer shader Slowdown

Posted: Mon Mar 16, 2015 7:18 pm
by T0M0
I downloaded your scene (btw some paint normal.jpg is missing) but you are right, preprocessing with those TIF files takes ages. I canceled it after 10 minutes.

Then I tried convert your maps to PNG but keeping same 16bit depth using Photoshop. And using both compression methods [none/fast and smallest/slow] preprocessing till voxelization took always 19 seconds in both cases. So it is not overkill to use 16bit 8)

I read somewhere that TIF files also caused some errors when they were used as displacement maps, but not sure where. Anyway this is for me (maybe for others too) another proof that I'll avoid using TIF files for textures.

Re: MultiLayer shader Slowdown

Posted: Tue Mar 17, 2015 12:42 pm
by stir
nice! thanks for helping me test this.

Good to know that its the TIF and not the bit's
I'll keep that in mind from now on.