Maya assign file texture
To create the logo stamp effect, you will use the File texture. A File texture uses an image file that you or someone else created separately, such as a drawing from a paint program. The Normal option means Maya will stretch the texture evenly around the surface.
The other settings— Projection and Stencil —are other ways you can apply a texture. You will learn about these settings at the end of the lesson. The file1 node appears in the Attribute Editor. The file texture also causes the sphere to turn white in the scene view and black in a rendered view. This is a temporary color until you specify the actual file name of the file texture.
Where am I supposed to find the file texture, the output? Also it doesn't seem to work with multiple materials, I'm getting "Only one shading node can be converted, there is more than one selected". Convert to texture is done one shader at a time. You meed to select the shader and its shading group node. The options size, format etc are set by the convert options.
The convert will create copy of the shader, "bake" out the texture, assign the baked texture to the copy shader and assign the copy shader to the object. If the same shader is assigned to multiple objects, then a file and shader copy is created for every object. For me the files were created in the sourceimages folder of the project.
The filename is a combination of the shader name and the object name. Still can't get it to work, can't imagine what I'm doing wrong. I tried it both in maya and , created a brand new project folder, tried to select the shader group as well as PixalZA suggested, mentalray turned off in the plugins window and I'm still getting the same thing.
It just duplicates the material with no file textures assigned to it and nothing in the sourceimages folder.
Can you perhaps upload your test scene so we can have a look? Or can you post a screen shot of the original shading network in Hypershade that you want to convert to file textures?
Find More Posts by Gen. Message 4 of Hi mikhailkonstantin3d What do you mean it didn't work? Can you please provide some screenshot of your scene so I can see whats going wrong? Message 5 of Message 6 of Hi mikhailkonstantin3d Just to make sure, is there a light in the scene when you pressed the 7 key? If there's no light then the model will appear black. Message 7 of Message 8 of Hi mikhailkonstantin3d Thanks for sending me the files.
I opened it up and had no issues with the textures. Model when rendered with Maya hardware Model in the viewport with lights on One problem might be what you're rendering with. Message 9 of Message 10 of You can choose to preview your UV tiles in Viewport 2. If you do not modify your UV tiles, you can always preview your textures automatically upon scene load. To use a sequence of image files as an animated texture when rendering, turn on Use Image Sequence. Use Image Sequence is off by default.
In addition, you can offset the Image Number keyframe by entering a frame number in Frame Offset. Image sequences are also supported with UV Tiling. When you select Use Image Sequence , Maya indicates with tokens, under Image Name , which part of the file name it interprets as the frame number. For example:. For each frame, Maya indicates the number of UV tiles it has found within the specified path.
Allows you to specify the input color space used by the image. When color management is enabled, the color values are automatically transformed from this space to your working color space for rendering.
You can specify the rules for assigning color spaces to new nodes in your Color Management preferences , together with your rendering space and other settings. The available color spaces that you can choose depend on whether you are using an OCIO configuration file or user transforms. No matter which color space gets assigned by the rules initially, you can always specify a different value here for individual nodes. This is useful, for example, if most of your images are sRGB but you are also using a few images in other color spaces.
Once an input color space has been assigned, it does not change unless you change it manually or reapply the color space input rules to the whole scene see Change existing input color spaces automatically by reapplying rules. If the input color space specified for a node is not available in your current configuration, its name is displayed in red and the default input color space is used instead.
However, the name of the missing color space is preserved in the scene and will be used again if you switch your configuration to one that includes it. Alternatively, you can select an available color space from this list. If there are many image inputs that need to be changed, you can update the rules if necessary and reapply them.
For more information about color management in general, see Color Management. This is useful when you have manually changed the Color Space and do not want it to be changed if the rules get reapplied, for example, if you have a particular image file that uses a specific color space instead of the one set by the rules. Use block ordered textures. This can make rendering slower and can increase the amount of disk space used during rendering.
However, it uses less memory during the rendering process. Because of this, converting all image file textures to BOT files before rendering using the Optimize Scene command can be helpful. If set, then the texture is not loaded. Instead a grey color is output in place of the image. Interactive Sequence Caching is used for caching file textures when animating textures to play the animation at regular speed.
This provides faster interactive animation of the file textures. When caching image sequences in Viewport 2. Use the following attributes to indicate which frames you want to load.
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