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View Full Version : multiple colormaps, same shader...?


IndieFly
02-27-2007, 08:12 AM
Hi all.
I have a issue that i will need a larger map then maya can handle, and splitting the object up in different objects will mess my mesh smooth up. And Maya doesn't like having different shaders linking to faces of objects.

So i was wondering if anyone know any way link different texturefiles to different parts of the object, like reading a different uvset or at any way at all.

Cheers!

particlepusher
03-06-2007, 09:56 PM
ya you can do uv sets. but honestly I think applying shaders to difrent faces is your best bet. maya dosn't like textures bigger then 1024X1024. the uv sets are a known bug in maya.

leigh
03-06-2007, 10:24 PM
maya dosn't like textures bigger then 1024X1024.

I use images much, much larger than that in Maya all the time, without any problems.

particlepusher
03-06-2007, 10:31 PM
really im using targa. what format and size is the limit for you? (some of that has to do perhaps with your computer).

IndieFly
03-07-2007, 12:14 AM
thanks for the reply,

The applying shaders to face level is a no can do for me unfortunately. Will do the rendering in MR and it's been very unstable and refusing to render because of that in the past.

But if u know how to do it with the UV-sets up it would be awesome if u could give me a pointer in the right direction on how to hook it up, and i'll give that a try, cause i'm running out of options on this model.

Using some 2048 square, tga ones on other parts of the model and that works out no worries. But for the main part i'm gonna need to go for a way to huge or split it up somehow.

QuantumPixel
03-07-2007, 12:58 AM
We are working on a TV series here at Bardel in maya using Mental Ray. We have found that with scene sizes exceding 1 000 000 polys with many texture maps before characters enter the scene we have been using uncompressed Jpg.

As you know Mental Ray will not render any Textures with any compression there for using Tiff, Targa, SGI are all good but there file sizes when you get into 1k-2k-4k get very big I have seen myself texture files that exceeded 60mb for one file. The same file of the same size as an uncompressed jpg is les then 1mb and the render is preaty close. if you are going to be having lots of gradation in your texture files you would probubly want to use tga, tiff or some other file format that will prevent banding.

be very smart with what texture size you are using for what objects in your scene it will be verey benificial to your rendering times.

also with referencing in maya using multiple shaders for one object you may find coruption of the shading group. this is a very strange phenomina were you see the shaders on the right faces or the spec or what ever and when you render it you get one spec from one of the shaders on other faces and were it should be there is some thing elts. Or it will all render with one shader.

hope that helps.

particlepusher
03-07-2007, 01:07 AM
i just thought of somthing you could use layered texture if applying diffrent textures to difrent faces is giving you problem, although i have never encountered this problem. break the one large texture into multiple pieces and plug them in the layered texture.

IndieFly
03-07-2007, 02:00 AM
Hey,
think i have something working now! Been trying out a few options for a few nights now but just needed to see it with some fresh eyes. Seems pretty stable using a layered texture and some alphas.

Was really close at looking at the .map file type for salvation but i hope its not called for any more...

boygonemad: thanks for your insight man! Every
The main objective with the model is to comp it on a live action plate, so its gonna be having motion blur... but since it's for the showreel and i do have the time to texture the crap out of it i will make a few stills to.

Will def have a look at how jpg's come though in the animation piece though!

thanks alot for the help fellas, and good luck with the art!

leigh
03-07-2007, 08:35 AM
I wouldn't recommend JPG. Even when uncompressed, they can have artifacts. And if the file textures get large, so what? You should have plenty of file space if you're doing this. Use proxies while you animate and then load in the high res ones at render time if you're having memory problems in Maya. Large size textures, saved in a format like TIFF, TGA or a high dynamic format, have the payoff of looking great, so it's worth using them.

I very rarely use textures smaller than 4096x4096, while most of my textures are around the 6-8k mark (and sometimes even double that), especially if the object is going to be shown up close. I don't have problems with these in Maya at all, apart from the obvious slowdown in the viewport if you try to load them in OpenGL.

IndieFly
03-07-2007, 09:32 AM
I must ask u leigh.

What is your workflow making maya load those huge texture files? the limit that it stopps loading is at 8k ey?

Been working with games for a while and there are so many new features that i'm keen on digging into now, and how we like then!

leigh
03-07-2007, 10:16 AM
When you load your image into the Hypershade, check the box labeled Disable File Load in the images attribute editor. This will allow you to load an image larger than 8k.

Cameo
03-07-2007, 10:31 AM
Just a followup to that, whats the single max texture size that Maya software/Mental Ray will recognise when rendering?

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