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4K textures and beyond!!

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Adam Roestenburg
4K textures and beyond!!
on Feb 4, 2010 at 9:13:29 am

Hey all,

I'm popping up a few times all over this forum. Apologies for the barrage of queries.

I know 4K was mentioned to me whilst in college as being an acceptable texture size.

But I am working with Aerial photographs and they can go even Higher.
Can I push my texture file larger than 4K.

I read something about converting the .tiff's to .bot file extension ,

What is the general rule of thumb regarding texture size and can I reach beyond the supposed 4K threshold.

Ads


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Michiel Duvekot
Re: 4K textures and beyond!!
on Feb 4, 2010 at 3:47:10 pm

.bot works for the Maya Software renderer. Use .map for mental ray. These types of Maps are file for very high resolution maps 16K and up. Just make sure you use mipmap filtering, and use a script to work with lower res textures when in the UI.

Here's a procedure I use to substitute low resolution textures for high-resolution textures at render time.


global proc MDpreRender() {
string $fn[] = `ls -typ "file"`;
string $tmp;
for ($tmp in $fn) {
string $attr = ($tmp + ".fileTextureName");
string $path = `getAttr $attr`;
print ($path + "\t");
$path = `substitute "_lo_res" $path "_hi_res"`;
print ($path + "\n");
setAttr -type "string" $attr $path;
}
}


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Adam Roestenburg
Re: 4K textures and beyond!!
on Feb 5, 2010 at 1:30:12 am

Hey there ,

I'm not to familiar with MEL. I'll assume I should plug the two file textures into the color channel ( low and high res) , run your procedure in the script editor to apply said parameters to the render / UI status?

or

can I simply connect / disconnect the files when applicable...

PS: how can I save a .map out of PS , is this the right approach.

Adam <--- scripting nubbin.



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Michiel Duvekot
Re: 4K textures and beyond!!
on Feb 5, 2010 at 2:05:39 am

I've explained it here: http://area.autodesk.com/forum/autodesk-maya/materials/proxy-for-the-textur...


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Adam Roestenburg
Re: 4K textures and beyond!!
on Feb 5, 2010 at 3:28:53 am

I have followed the link.

I'm still a little confused. I have two texture files named accordingly. I then set up my shader color input connection as the "low_res" initially. I have plugged in the script being sure to rename the line 'Is -typ"file"'; to that of the texture, or do I rename the the line string $attr = ($tmp + “.filename") ... ?

Also , Maya 2010 Render Options , I can't seem to locate pre and post render command options.

I've attached an image highlight the syntax error I received.
sorry for the persistence.

Is this a nessicary method to use when working with an 8K texture.
I am using an NVIDIA 4800FX card and don't really notice issues in the Viewport when using the one 8K texture file.



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Michiel Duvekot
Re: 4K textures and beyond!!
on Feb 5, 2010 at 4:36:00 am

Don't change the script. Open the Render Settings, click on the common tab and scroll all the way down to Render Options, click on the words Render Options and you should see Pre render MEL and Post Render MEL

in the Pre render MEL file filed enter MDpreRender;
in the Post render MEL file field enter MDpostRender;

Is this necessary if you have one texture in your scene? No, not unless your graphics card can't handle it (I would use it on a 32K texture). It's mostly really useful if you have hundreds of file textures.



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Adam Roestenburg
Re: 4K textures and beyond!!
on Feb 5, 2010 at 7:55:13 am

Thank you for your patience,
I'm starting to have a bit of luck.


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