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Omita
12-18-2002, 10:11 AM
I am looking for a way to export directly from Maya to PSD format.

-Omita

stickyblue
12-18-2002, 10:22 AM
as far as i know its not possible with maya :( thats a reason to be jealous of max/lw users :)

but im not sure , if there is a way please let me know too !!~

beaker
12-18-2002, 11:16 AM
Why?
It sounds cool at first, but then you think about it, unless your doing a still, it is pretty much worthless. The only compositor that can read them in is afterfx, and then you have to import one layer at a time(Oy Vey, very time consuming, faster to just import the separate render layers).

stickyblue
12-18-2002, 01:49 PM
you are right, but for now im doing stills a lot more than animaton :D

TumikSmacker
12-18-2002, 09:06 PM
"...jealous of max/lw users"?

............Must....NOT.......Star...t.....flame...War.....

:p

DesignDawg
12-18-2002, 09:25 PM
Actually, Beaker, if you "Import as Composition", PSDs are imported as a folder with each layer separate, and as one whole image.
--Also, Combustion imports Photoshops as layers, grouped, nested, however you want them. --In my opinion, Combustion does it better than even AFX. --And I imagine there are quite a few comp apps that do this.

Ricky

gmask
12-18-2002, 10:45 PM
Originally posted by sticky blue
as far as i know its not possible with maya :( thats a reason to be jealous of max/lw users :)

but im not sure , if there is a way please let me know too !!~

Out of curiosity? Does LW/MAX render every object as a seperate layer in a PSD file or just the falttened image to the PSD format?


Anything is possible but wether or not the developer chooses to support this is determined by many factors included user demand.

gmask
12-18-2002, 10:48 PM
Originally posted by DesignDawg
Actually, Beaker, if you "Import as Composition", PSDs are imported as a folder with each layer separate, and as one whole image.


I think he meant an animated sequence.. I don't think AE will import a PSD `sequence` as a composition.. does Combustion?

beaker
12-18-2002, 11:55 PM
Yea, I meant what gmask said. In other words, using a psd kindof how 3dsmax uses an RPF file by putting all your render layers in a separate photoshop layer.

gmask
12-19-2002, 12:18 AM
Originally posted by beaker
Yea, I meant what gmask said. In other words, using a psd kindof how 3dsmax uses an RPF file by putting all your render layers in a separate photoshop layer.

I wish Maya supported RPF or even half the features of RLA files... oh well ;-)

beaker
12-19-2002, 12:56 AM
I'm not big on the RPF side. I just dont know if I really want to trust having all my passes in one single file. I mean if you have 8 passes and they take anything more than 10 minutes each. Then if the renderer crashes on pass #8, you just lost 70 minutes of rendering time. I see it as the same reason why you don't render directly to an avi file.

As for RLA, it would be cool if maya supported the Gbuffer for material id's like they have in 3dsmax. It should be really simple to implement, because all it is is a bunch of extra alpha channels in the image

gmask
12-19-2002, 01:01 AM
I agree with you about the RPF issue an dlong render times versus crashes. Since wavefront developed RLA it has allways mystified me as to why AW does not use it's ful featuure set??

My other question then would be if these others programs render the passes to one filedo you have to do as much to prepare them for rendering in passes as you do in maya? Hold out matts and duplicate objects with blackhole shaders etc?

beaker
12-19-2002, 01:12 AM
>>Since wavefront developed RLA it has allways mystified me as to why AW does not use it's ful featuure set??

Discreet took RLA and changed it. Those added features were never available when wavefront created the file format.

gmask
12-19-2002, 01:18 AM
Originally posted by beaker
>>Since wavefront developed RLA it has allways mystified me as to why AW does not use it's ful featuure set??

Discreet took RLA and changed it. Those added features were never available when wavefront created the file format.

That explains a lot then.. what about Maya IFF I thought ti too would support matte id's and some of similair stuff?

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