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How to export a layered texture for Octane node in Maya ?
Posted: Sun May 04, 2014 6:55 am
by jwill55
I tried to render out a testing model with multiple 4k layers i've done in Mari.
That's a creature model , and all of the skin patterns are done separately.
In Maya, i use a layered texture node to combine all of the textures.
But i don't know how to make it usable for Octane node.
I tried to export the layered texture into a single file . I executed the command "convert to texture file" in hypershade panel , but it seemed not working. The resolution of texture is limited in low res.
Could anybody please help me out?
Win 7 64 | Quadro K5000 | i7 970 | 24GB
Re: How to export a layered texture for Octane node in Maya ?
Posted: Sun May 04, 2014 7:29 am
by dionysiusmarquis
Maybe Texture mapping may help you.
On the bottom of this manual page:
http://render.otoy.com/manuals/Standalo ... age_id=308
In Hypershade you can set the pixel Size for your Texture by opening the "Convert to File Texture" with options (click on the square symbol next to it).
Re: How to export a layered texture for Octane node in Maya ?
Posted: Thu May 08, 2014 9:00 am
by jwill55
Thanks for your answer , but the problem seems to be more complex. Converting texture to file distorted my UV and the limit of resolution was set by 4096X4096
, a lot less than my original textures.(My original textures are seven pieces of 4k)
I have no idea to deal with this issue , because all of my textures are separated and with different UVS.
Here's the the tutorial i watched.
http://xuanprada.com/2012/02/17/mari-to-maya-workflow/
Re: How to export a layered texture for Octane node in Maya ?
Posted: Thu May 08, 2014 9:30 am
by TBFX
I think the only way to deal with this right now for Octane is to apply separate shaders to the faces of each uv tile before export to Octane, then you can load each texture from Mari into the appropriate shader. It will be painful having several shaders that would need to be adjusted but that could be limited somewhat by setting up one shader first and then linking the nodes from that network to all the other shaders apart from the texture nodes of course. That way most of the adjustments would be handled at once.
Ideally of course we need some way of bringing these types of maps in and dealing with them automatically.
T.