goodies: UV resolution debug map

Assuming your renderer is able to use mipmapped textures, this magical little 8K .tx map is quite useful for visualizing exactly which level of the texture is being sampled for *each* pixel being rendered. It’s great for optimizing your UV’s and textures.

While, at first looks similar to a sample “heat map”, this leverages mipmapping to show the actual resolution of the mipmapped texture being pulled by the renderer, per pixel!

The color/resolution associations in this debug map are as follows:

j3p uv resolution debug map legend

j3p uv resolution debug map legend

For example, I’ve applied this map to a simple sphere and rendered it in Arnold, RenderMan, and VRay — it’s quite interesting to see the differences:

simple sphere with UV resolution debug texture applied and rendered through Arnold

Arnold -- render of sphere with UV resolution debug texture applied

simple sphere with UV resolution debug texture applied and rendered through RenderMan 21

RenderMan 21 -- render of sphere with UV resolution debug mipmapped texture applied

simple sphere with UV resolution debug texture applied and rendered through VRay

VRay -- render of sphere with UV resolution debug mipmapped texture applied

 

 

Again, click here to download J3P’s UV resolution debug map.

***PLEASE NOTE: It probably goes without saying that this is a light-weight 8bit mipmapped texture, which is permissible for utility maps and debug passes. Color maps for beauty renders should *always* be mipmapped in linear space to maintain a photo-accurate rendering workflow.

Leave a comment and let us know what you think.

Enjoy!

 

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