![]() ![]() ![]() Should any given model with UDIM's have a differing UV set on one tile for animation that's discarded when merging back in lighting further down the pipe? I have no idea how to approach this. If not, can someone help me out with the suggested workflow for the pipeline - I really don't understand what the ideal workflow is. What should I do here? I can't path Renderman away from a given images folder and it needs the. I can only get this to work again by deleting the. If I try to generate the textures again, I get an error (failed to open IFF file for reading), and Maya crashes sometimes. Texture maps are accessed using two-dimensional coordinates and return. I'm getting prompted to generate the textures again, and Maya now detects 8 files instead of 4, though the formats are different. The RenderMan Interface supports several types of texture access: basic texture maps (via texture), environment maps (via environment), shadow or z-buffer maps (via shadow), per-face texture maps (via ptexture), and 3D textures (point clouds and brick maps via texture3d). As soon as it finishes converting, the preview breaks: Renderman is running in the background, converting the files to tex files in the images folder. Now I reference this rig into an animation file, with auto-generate udim preview on in prefs. Maya detects 4 udim textures and I generate the map. Now I want to pass this to animation, so I assign a simple lambert material, read the first UDIM, set the mode to mari. ![]() Here's a quick example - a rig file with UDIMs. I'm having a frustrating workflow issue with generated UDIM textures breaking when other files are added to the images directory. ![]()
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