Alok: Would that node of yours be adoptable to use with Mental Ray?

The big draw-back apart from the compound-building right now is that you
have to keep all those textures referenced in Softimage in order to use
manual UDIM tiling, but since there's no way to even see textures in
context on geometry without rendering, they're just sit there hogging
resources, and I guess they all need to be checked for new versions when
you toggle back to Soft, creating potential lag. So much neater to simply
have a reference to the first image in the sequence as you can do with
Arnold.




On Fri, Apr 19, 2013 at 1:03 AM, Gene Crucean
<[email protected]>wrote:

> Completely agree. This is KILLING us on our current project. Soft and Maya.
>
>
> On Thu, Apr 18, 2013 at 5:53 AM, Arvid Björn <[email protected]> wrote:
>
>> Hey,
>>
>> If anyone at Autodesk is listening, I'd like to talk about getting some
>> support for UDIM and Mudbox's tiled numbering conventions. With Mari
>> becoming the go-to tool for texturing, our workflow would obviously get a
>> lot easier if I didn't have to load all those textures and build compounds
>> for connecting them all. Arnold seems to have a simple enough solution
>> where you just write "file.<udim>.tif" and then Arnie figures out the rest.
>> Perhaps a specialized Image node would be a neat solution?
>>
>> In the meantime, are there any good tricks for using UDIM in softimage
>> that might not be obvious, and apart from creating compounds of mixers?
>>
>> Thanks for listening!
>>
>>
>>
>
>
> --
> -Gene
>

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