Earlier quoted context omitted.
The largest texture sets are heading towards 1TB in size, or at least they were when I was last involved in production support. I saw Mari projects north of 650gb and that was 5 years ago. Disclaimer : I wrote Mari, the vfx industry standard painting system. Note though these are not single 1TB textures, they’re multiple sets of textures, plus all of the layers that constitute them. Some large robots In particular ha…
I think we both realize that it's a bit silly to have so much data in textures that you have 100x the pixel data of a 5 second shot at 4k with 32 bit float rgb. 650GB of textures would mean that even with 10gb ethernet (which I'm not sure is common yet) you would wait at least 12 minutes just for the textures to get to the computer before rendering could start and rendering 100 frames at a time would mean 100GB/s fro…
Over texturing like this can be a good decision depending on the production. Asset creation often starts a long time before shots or cameras are locked down.
If you don’t know how an asset is to be used it makes sense to texture all of it upfront as if it will be full screen, 4K.
Taking an asset off final to ‘Upres’ it for a can be a pain in the ass and more costly than just detailing it up in the first place.
In isolation it’s a insane amount of detail and given perfect production planning it is normally not needed, but until directors lock down the scripts and shots it can be the simplest option.