.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.
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?
can I simply connect / disconnect the files when applicable...
PS: how can I save a .map out of PS , is this the right approach.
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.
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.