View Full Version : Hypershade and render Questions
YellYellYell 02-22-2003, 11:04 AM Hi,
Here are a few questions !
- How can I delete unused textures in the Hypershade ?
(I know, "delete unused nodes" is possible !)
- How can I do a multiple setting change in the Hypershade ? (e.g. select 50 textueres and change the filter mode of all the textures to Mipmap)
- Is it possible to finish an unfinished renderjob on a second turn ? (like 3dSMax)
thanx
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Wigaru Wiyamoto
02-22-2003, 01:23 PM
1. There's a menu option in the hypershade that delete's unused nodes. I don't have access to Maya at this second, but it's not hard to find.
2. That would best be accomplished by writing a script.
3. I'm not sure what you mean. If you rendered the first 100 frames out of 500 it'd be easy, just render frames 200-500.
stunndman
02-22-2003, 01:35 PM
Originally posted by YellYellYell
- How can I do a multiple setting change in the Hypershade ? (e.g. select 50 textueres and change the filter mode of all the textures to Mipmap)
use the Attribute Spread Sheet editor
YellYellYell
02-22-2003, 06:48 PM
1. thanx but I know the "delete unused node" method and need a "delete unused textures" method.
2. I will try, thanx
3. I ment a automatic update of the render globals, so I dont need to open the file again.
cu
Wigaru Wiyamoto
02-22-2003, 07:53 PM
The texture is just another node. If it's not connected to anything it will get deleted with everything else. If not, try "optimize scene size" (I think that's what it's called) in the File menu.
Octagon
02-22-2003, 09:24 PM
Originally posted by YellYellYell
Hi,
Here are a few questions !
- How can I delete unused textures in the Hypershade ?
(I know, "delete unused nodes" is possible !)
thanx
you need to write a script for that
you would have to search all your texture nodes in your scene.
then you need to determine if theyre connected to anything or not and delete them.
those are your main 2 thing you need to do for such a script. listing (searching) can be done by using the "ls" command with appropriate options. there are also mel commands for determining whetere something is connected. see "connectionInfo" and the related commands (look through the mel reference).
that should give you a start. if you dont know how to script. this could be your first one. it isnt that hard to do, go for it! :)
matthias
pardon me saying so ( couldnīt resist ) but concerning the "automatic" finish render as in max, now thats close to the amateurs dream button, "make nice animation"
but seriosly, if opening the file is what you want to avoid then why not just create a .bat file looking something like this...-->
render -s200 -e 550 -b 1 -proj d:\maya_projects\hangin_around d:\maya_projects\hangin_around\scenes\scen_anim178.mb
the line should be selfexplainary and you could just add up scen after scen and *rem* it as you finish them off.. :cool: +coanimators can easily keep track of whats been rendered.
If you havnt walked this "poor man renderque" it reads
render file "scen_anim178.mb" found in projectpath Maya_project \ hangin_around and save the images in the same path with scen name + numbers as desided in renderGlobal.
In this example we render frame 200 to 550 by 1 (cast/trace is depending on the render globla).
NOTE, it should be seen as ONE line and therefore have a space between hangin_Around AND d:\maya_project but its pretty straight forward. You just add up as many scenes you have ready to render and when back from the pub you just check the number of last succsessful rendered frame and change startframe accordingly ( thats the -s ) to continue after doing some work on another scen...
not hightech or fancy I know but works great... maya render just do one line at the time and when done goes to the next whatever that is..Im not sure you could add up while running the .bat but worse case is that you have to "stop" and add more lines before execute it again, so simple but not the automatic stuff in maxI know but hey.... its maya we talk about =)
GL, Michael
wrend
02-23-2003, 02:02 AM
perhaps the -rep render flag might be of interest?
YellYellYell
02-23-2003, 01:17 PM
Thanx guys I have to test all the tips.
cu
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