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teacup
06-11-2004, 04:11 PM
I'm using render; to render out a sequence of images, but its added stuff to the ouputted filenames.

For example, my files are being called

colourAlpha_frontShape_tmp.00.tga
colourAlpha_frontShape_tmp.01.tga

etc, is there anyway of getting rid of the _frontShape_tmp part?

Cheers

David

swardson
06-13-2004, 01:57 AM
what is the full command you are typing to render your file out. then maybe I can help diagnose the problem.

-b

teacup
06-13-2004, 10:59 AM
I'm just using

render;

or

render front;

at the moment.

Buexe
06-13-2004, 12:20 PM
use the name flag to specify the exact image name:
render -im colourAlpha.##.tga

the # is a placeholder for your digits

teacup
06-13-2004, 01:08 PM
that doesn't work, it gives an invalid flag error.

There is no such flag according to the MEL reference either.

I'm using maya 5 btw, but it doesn't work in maya 6 either.

Thanks for the suggestion tho

swardson
06-13-2004, 06:44 PM
I guess I am curious are you trying to render out a batch from command line ( ie: unix) or are you trying to write a mel script to set a render. Also are you trying to render a single frame or a batch render.

if its a batch render from mel script check out batchRender command in the documentation. It has a filename flag with it.

teacup
06-13-2004, 07:11 PM
I'm writing a mel script to set up some lights, render out a sequence, set up some more lights, render out the sequence again, and then revert everything back to before.

I originally used the batchRender command, but when it called the second render it pauses and doesn't render as there is already a render in progress.

Since I don't need to actually setup a batch render, I decided to use a loop and the normal render command, but I've got this filename problem with this.


As for batchRender; this uses the filename data from the render globals as it should, render; however adds this extra crap in.

mrgoodbyte
06-22-2004, 03:59 PM
In this case I generally would create seperate scene files for each light pass I'm rendering. Eats up more disk space but when something is in fact wrong with one of the passes I can adjust that single file easily without checking and looking for the exact line in the mel script. I also combine this with referencing the actual scene objects so when I need to update the model I only have to adjust the one master file.

Buexe
06-22-2004, 08:57 PM
Could it be that the "frontSHape_tmp" is added because you have multiple cameras set to renderable? Maybe if you turn on the renderable attribute on for one camera @ a time via MEL the name would be the way you want it to be?
just a thought
buexe

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