View Full Version : Fatal Error: Tiff Format
Orange Ray 08-18-2004, 09:14 PM Story:
I have 25 layers in my Tiff file. My computer has been on for 27 hrs and decided since things were stating to run a little slow to reboot and get back to work. When I opened the file I was working on Maya (5.0.1) gave me a fatal error (left the file in shad mode when I saved it). I then re-imported my file into a black MB file and hit 6 (shade mode) and again gave me the same error. So I decided to resave my Tiff file as a TGA file and that seemed to do the trick. I then reopened my TGA file in PS and of course TGA files are flat files (no layers) so I tried to flatten my Tiff file and see if that would work. Sad to say it didn’t.
Question:
Do Tiffs really work in Maya or do you have to use TGA. Every Tiff I have used it ends up crashing Maya with a fatal error. The Tiff file size is 2048X2048 and 55 megs.
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Atestheus
08-18-2004, 09:26 PM
I would highly recommend converting your tiffs to Maya native iff format. I believe Maya converts all file formats into this format at time of render anyway, so you would pick up a wee bit on rendering as well as image size (I've plugged 10 000 x 10 000 iffs through no problem, but only up to 6000 x 6000 with other formats). You can download the photoshop iff plugin at Alias's site. One word of caution, though, I'd recommend merging your images down to a single layer, exporting as iff out of photoshop, then undo merge. The plugin seems to have problems with layers sometimes. If for some reason that plugin does not work (often) you can start fcheck through the command prompt and open the tiff with the "retain image size" or something flag (I'm running Maya 6 and the new fcheck is better so I can't check the exact flag). Check fcheck's help menu for which one.
Hope that helps
Shawn
playmesumch00ns
08-19-2004, 08:29 AM
Maya's TIFF support is really shoddy. It tries to convert any files to iff's as soon as you try and display them, for instance if you use hardware texturing in the viewport. Just keep the psd around and faltten your image for importing into maya. You don't want to bring layers into a 3d program anyway.
I have always used single layer tiff's without any problems. Sometimes as large as 4096x4096 (although the uv-texture window maxes out at 2048x2048).
(Mentalray doesnt like tiffs though - I have used tga's for that.)
Now that the PSD format is supported, via the psd-texture node, I have been using layered psd file textures. They work really well. Maya recognises "layer sets" and you can select which layer-set should be used. This means you can have you bump, color, specular, diffuse etc all in the same psd - each in its own layer set. You can even keep a uv-snapshot in the file. This helps me keep things much more organized.
(Im not sure if the psd node is supported in mentalray.)
beaker
08-19-2004, 10:02 PM
Maya's TIFF support is really shoddy. It tries to convert any files to iff's as soon as you try and display them, for instance if you use hardware texturing in the viewport. Just keep the psd around and faltten your image for importing into maya.It's not really because of Maya but more because of all the apps out there that write unstandard tiffs. Many apps have added different compression schemes for tiff that Maya doesn't support(like zip compression). Also maya internally converts everything to BOT textures, not iff.
mrgoodbyte
08-19-2004, 10:48 PM
Also maya internally converts everything to BOT textures, not iff.
Maybe going off-topic here... But this is not entirely true. The Maya renderer converts everything to BOT, Maya (the application) does not. It is in fact able to decode BOT files and display them in the GUI but does use it's natve IFF format for shader networks and such.
Maybe you've noticed the entry "File Textures" in RAM statistics when rendering with Maya. This is the memory used in the conversion from the original format (IFF, TIF, etc.) to BOT.
Back to the topic.
Maya is quite picky on TIFF files. If I use tiff I always do single layer, LZW compression, native byte order, 8-bit/16-bit. The more data your pumping into Maya the slower it's going to run. So try to minimise that.
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