![]() # All the necessary reformats and write nodes will be created for you in Nuke. # At the top of the script, select the read nodes you want to mip, and execute. ![]() # To use the script select your Exr sequence, then set the number of mip levels desired. # All mip levels need to be named exactly the same as the source. Having one level compressed and another uncompressed will break the chain. # All mip levels need to be either compressed or uncompressed. # For faster loading into Unreal, the uncompressed format is preferable. # You will only Get GPU acceleration for loading Exr files if they are uncompressed. # For GPU optimized streaming into Unreal all Exr image Sequences should be uncompressed. NukeMipMap.py # All sequences need to live in a folder named after the resolution of the images. The paths of the mip renders will be based on the selected read node on execution. To use the script, select your EXR sequence, then set the number of mip levels desired.Īt the top of the script, select the read nodes you want to create mip maps for, and execute.Īll the necessary reformats and write nodes will be created for you in Nuke.Īll the necessary resolution folders for each mip render will be created for you. NukeMipMap.py is a Python script you can run in Nuke that will set up the proper LOD generating tree. Each script is available for both downloading and viewing on this page. ![]() Nuke and Python scripts are available to aid you in the auto-generation of your mip levels. The mip level selected can be manually adjusted with the LODBias setting on the ImgMediaPlayback component. Further work could improve the estimation and take camera movement into account. The camera position is used for these calculations, so fast moving cameras can introduce more errors in the estimation. Mip levels are selected based on an estimated pixel to texel density for each object displaying the image. This will display which mip level each image sequence is currently using. You can enable debugging with the following console command: If the component is not present on an object, then the object will not be used in determining what mip levels should be used. To use the mipmap functionality, the ImgMediaPlayback component must be added to all objects that display the images. Mip level images should be named exactly the same as the source image. Smoke_Element/512x512/Smoke_įile and folder names must follow these rules:Īll folder names need to be a power of two, for example 1024x512. ![]() The mipmap file directory structure should look like this, which follows the Cineon naming convention and is the industry standard. You will only get GPU acceleration for loading EXRs if they are uncompressed.Īll mip levels need to be either compressed or un-compressed. Reduction of data loaded in is achieved by only loading the required mip levels.įor GPU optimized streaming into Unreal, all EXR Image Sequences should be uncompressed. Only EXR files are supported at this time. See Using Nuke and Python Scripts to Create EXR Mipmaps for how to generate your own mipmaps. Due to this behavior, the mip levels need to be generated manually before using them in the Engine. Mipmaps are not imported into the Engine as a normal texture, therefore there will not be a UAsset created for the EXR mipmaps. Mipmaps are used in image sequences to reduce the amount of data loaded in. This document provides an overview of using mipmapping for image sequences. Using Nuke and Python Scripts to Create EXR Mipmaps
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