View Full Version : .MI referencing and Maya ASCII scripting

11 November 2005, 07:31 AM
Hello there,

I posted this also in "Rendering" as thatīs where the focus lies, but maybe MEL is the answer to my needs.

I am looking to assemble over 200 render scenes from about 80 individual components, each available as a .mb file. Now, with Maya ASCII this is no great deal, assembling scenes from a database by writing the referencing-tags into a text-file is trivial.

The benefit, of course, is that these "assembly files" are ridiculously small. The problem is, that the amounting data weighs in a 500 mb per scene, something that for one reason or the other wonīt render with Mental Ray for Maya.

Now, the proven workaround is to use Mental Ray standalone, as the standalone memory management seems vastly superior. At least it renders and is dependable and safe at that.

The real problem now is that each .MI file translates into a whooping 480 megabytes file, with 200 scenes that just floods our RAIDs and causes discomfort, as each file is needed to generate only about 40 MB of imagery.

So far the story, now for the questions:

Is there a way to save the components as .MI and assemble scenes by referencing like Maya ASCII files ???

In Maya ASCII files, how could I run scripts after the referencing ? I would need to select hierarchies and apply shaders (UseBackground etc.), and somewhere in the online-help I caught a glimpse of "script nodes", though no further information was aquired that time...

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11 November 2005, 07:31 AM
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