View Full Version : import jpg error
Phwhitfield 03-10-2003, 03:31 PM I tried to import a jpg image as an image plane into Maya. I recieved this message:
Error: Unable to load the image file
then i tried to load a jpg as a texture color. Got this message:
Warning: Failed to open texture file
I allready did load jpegs into maya so i don't really understand the problem.
Has anybody a solution (except converting into another format) ?
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Saurus
03-10-2003, 07:08 PM
Try re-rendering it through programs like After effects or do a batch resave as jpg using photoshop.
Saurus
Phwhitfield
03-10-2003, 07:25 PM
thans for your help. But the problem is not this particular jpg. every jpg doesn't work. so i think it's a maya problem.
mark_wilkins
03-10-2003, 07:26 PM
It's probably that you're using a progressive JPEG.
I believe that if you use Photoshop's Save for Web option to save the JPG file you should have better luck.
-- Mark
ntmonkey
03-10-2003, 07:27 PM
Maya doesn't seem to like non-square sizes. Maybe if you change the image size and then you could readjust the image plane through the channel box. If that doesn't help, then just convert it in Photoshop to a targa or tiff file. That should fix it.
Hope that helps,
Lu
mark_wilkins
03-10-2003, 07:31 PM
I've had no trouble reading non-square JPEGs into Maya. Maybe it needs the dimensions to be a multiple of two or four pixels? That's purely a guess -- not based on any useful knowledge, but it would be consistent with some other packages I've used.
-- Mark
Phwhitfield
03-10-2003, 07:31 PM
Yes you were right about the progressive jpg. I unintentionally switched to progressive in Photoshop. That's why every jpg didn't work. Thank you very much. I knew it cannot be maya's fault. ;)
mark_wilkins
03-10-2003, 07:36 PM
Actually, as for non-square sizes, that cannot possibly be a serious problem, as one of the most important reasons to import images into Maya is to bring in background images scanned from film or video. I've always done that at the native aspect ratio (usually 1.66:1 or 2.35:1), and in fact you have to if you want the cameras to match.
-- Mark
beaker
03-10-2003, 09:08 PM
Originally posted by ntmonkey
[B]Maya doesn't seem to like non-square sizes. B]
Most renderers work this way, not just maya. Renderers just handle square textures at a resolution to the power of 2 more efficiently and quality is kept the best there. If you have a texture that is 1024x512 it will internally scale it to 1024x1024. Also if you have an image at 200x200 it will internally scale it to 256x256. The software renderer just rounds everything up internally. So if you do it manually for the renderer it doesn't have to take those extra steps each time you render. Technically you could get some bad artifacts from a texture that is extremely long and thin because of the resizing it does internally(depending on the quality of the internal algorithm they use for resizing).
Phwhitfield
03-11-2003, 05:55 PM
So what are the best sizes for pictures to import
256*256, 512*512, 1024*1024 etc...?
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