Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 1 09-02-2008 , 12:47 PM
Jr.Who
Guest
Posts: n/a

8-bit vs. 16-bit

Hey guys,

I'm about to start texturing the pirate ship and I was messing around with PS's settings. Does anyone know what the difference is between 8-bit and 16-bit images (besides the size difference)? What are the pros and cons of each?

-Jr.Who
user added image

# 2 09-02-2008 , 01:03 PM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
16 bit images can hold more colours per channel than 8 bit (think its 256 levels compared to 64K levels on 16 bit), that gives them better quality when displaying lots of subtle colours in the range, but they take up more space on the HDD.


"No pressure, no diamonds" Thomas Carlyle
# 3 09-02-2008 , 02:10 PM
Jr.Who
Guest
Posts: n/a
So, which would you prefer?

# 4 09-02-2008 , 02:12 PM
Rhetoric Camel's Avatar
Subscriber
Join Date: Dec 2006
Location: Plattsburgh New York
Posts: 1,222
I personally always choose 16 bit.

# 5 09-02-2008 , 05:12 PM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
16 bit, but if your struggling for RAM at render time and can get away with it use 8.


"No pressure, no diamonds" Thomas Carlyle
# 6 09-02-2008 , 05:29 PM
LauriePriest's Avatar
Moderator
Join Date: May 2003
Location: London
Posts: 1,001
if you cant sacrifice 16 bit / 2d bit e.g. displacements etc then you can convert your massive textures to block ordered textures. Google it user added image

# 7 10-02-2008 , 10:38 AM
Jr.Who
Guest
Posts: n/a
OK, I'll be going with 16-bit. Only problem is that it takes forever to save the file. I'll be doing some comparison pics later, if I remember. user added image

# 8 10-02-2008 , 11:32 AM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
How big you making the maps for it to take ages?


"No pressure, no diamonds" Thomas Carlyle
# 9 10-02-2008 , 11:37 AM
Jr.Who
Guest
Posts: n/a

Originally posted by gster123
How big you making the maps for it to take ages?

I figured I'd try 4096 x 4096 to see the difference on the dimensions too.

# 10 10-02-2008 , 11:46 AM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
You just can add more detial to it.

I pretty much dont go over 2k for a map (although I would use multiple maps head, body etc)

If your going so high with the maps you might run into memory probs at render time (or just waiting ages!)


"No pressure, no diamonds" Thomas Carlyle
# 11 10-02-2008 , 01:15 PM
Jr.Who
Guest
Posts: n/a
OK, switching back to 8-bits! Got sick of waiting over 30 seconds to save.

# 12 10-02-2008 , 02:21 PM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
To save the image! Wow, think it takes about 5 seconds to save on mine, you not trying to save on some funkey settings, whats the file size?


"No pressure, no diamonds" Thomas Carlyle
# 13 10-02-2008 , 02:28 PM
Jr.Who
Guest
Posts: n/a

Originally posted by gster123
To save the image! Wow, think it takes about 5 seconds to save on mine, you not trying to save on some funkey settings, whats the file size?

The PSD was around 130 MB. Remember that my computer's old. user added image

# 14 10-02-2008 , 02:43 PM
gster123's Avatar
Moderator
Join Date: May 2005
Location: Manchester Uk
Posts: 6,300
hehe! No probs.

Tbh I would suggest that you try to get as much out of what youve got before going onto other stuff.

Just more of a pain for data handeling and manipulation, start off small and work up, theres no advantage jumping the gun, basics are the way forward!


"No pressure, no diamonds" Thomas Carlyle
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads