We need a function for assembling textures into one folder, the native function does not understand Grayscale imege and the texture is considered lost, a third-party plugin does not see it either, I have large scenes created through Grayscale imege and I cannot transfer the archive to another artist in 3ds max format, this function should also search for paths to the folder with textures
Here is the video
We need a function for assembling textures into one folder
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- Elvissuperstar007
- Posts: 2493
- Joined: Thu May 20, 2010 8:20 am
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- Grayscale imege.mp4
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win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
Page octane render " В Контакте " http://vkontakte.ru/club17913093
I use project manager
YOKO Studio | win 10 64 | i7 5930K GTX 3090 | 3dsmax 2022.3 |
- Elvissuperstar007
- Posts: 2493
- Joined: Thu May 20, 2010 8:20 am
- Location: Ukraine/Russia
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does it understand the Grayscale imege node? everything loaded through this function is lost. On the other hand, do you really need to buy another plugin to make an archive of a file? this is absurd. Many studios prohibit installing anything third-party in the software.HHbomb wrote:I use project manager
An example of a situation, I archived it through my manager, transferred the file to another person, by default my paths to textures remained in the archive, another artist needs to indicate the path to his computer, but everything connected through this node becomes lost from the search, that’s why the built-in search and archiving function is needed, which is fully compatible with the octane render functionality. I guess I’m the first to use this node for its intended purpose, since no one has written a post before. Grayscale imege allows you to automatically make color textures black and white, but they also compress them in video memory, they compress even initially black and white textures into much less weight.
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
Page octane render " В Контакте " http://vkontakte.ru/club17913093
- neonZorglub
- Posts: 1002
- Joined: Sun Jul 31, 2016 10:08 pm
Hi Elvissuperstar007,
The problem comes from Resource Collector, that only collect standard Bitmap, and not other assets.
It is the same problem with the tool "Collect Asset" ..
That seems to be a bug / limitation of those tools.
In your video, it collect 1_one.png because you use it as a standard Bitmap, connected to the 'Standard texture' button of the RGB image.
But it doesn't collect 2_two.png because it is directly specified as the 'filename' of the Grayscale image
To collect all the asset into a zip file, for sharing with others, it is best to use the standard File / Archive... option.
You can check and see all the assets that will be included with the File / Reference / Asset tracking dialog..
All the Octane assets are correctly recognized.
You can also check and view all the scene assets with the Octane tool in Render settings / Tools / Octane Preferences / 'Open Asset Explorer' button.
This also list the items that use the assets, and also search and relocate assets if they are not found.
viewtopic.php?f=27&t=84035&p=435361
Note that using the 'Standard texture' is not a very good solution because it loose / change the quality as it will be baked with the bake resolution specified in the 'Bake input resolution' parameter...
The problem comes from Resource Collector, that only collect standard Bitmap, and not other assets.
It is the same problem with the tool "Collect Asset" ..
That seems to be a bug / limitation of those tools.
In your video, it collect 1_one.png because you use it as a standard Bitmap, connected to the 'Standard texture' button of the RGB image.
But it doesn't collect 2_two.png because it is directly specified as the 'filename' of the Grayscale image
To collect all the asset into a zip file, for sharing with others, it is best to use the standard File / Archive... option.
You can check and see all the assets that will be included with the File / Reference / Asset tracking dialog..
All the Octane assets are correctly recognized.
You can also check and view all the scene assets with the Octane tool in Render settings / Tools / Octane Preferences / 'Open Asset Explorer' button.
This also list the items that use the assets, and also search and relocate assets if they are not found.
viewtopic.php?f=27&t=84035&p=435361
Note that using the 'Standard texture' is not a very good solution because it loose / change the quality as it will be baked with the bake resolution specified in the 'Bake input resolution' parameter...
- Elvissuperstar007
- Posts: 2493
- Joined: Thu May 20, 2010 8:20 am
- Location: Ukraine/Russia
- Contact:
thanks for the consultation
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
Page octane render " В Контакте " http://vkontakte.ru/club17913093