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View Full Version : p_MegaTK shader and passes


luckymutt
01-19-2007, 04:38 PM
First off, do have to use the p_MeagaTK shader in the surface slot for all materials in the scene?
It seems that would be rather limiting.

Second, is there any documentation for what the file options are in the p_MegaTK_pass ??

On Puppet's site for the Maya tutorial, the interface shows things like:
Output Format:
OpenEXR Compression:
OpenEXR Format:

and they each have a dropdown with options like:
tif 3x32bit
etc.

But in the Max implementation, it is just numbered choices 0-4

Trial and error has told me that the Output Format options are:
0 - tif (always an error when trying to open it with Max's Ram player, "Error fetching data for field YResolution)
1 - exr
2 - iff
3 - tif
4 - exr (only a single file output)

Is there better interface dicumentation that I missed?

luckymutt
01-19-2007, 08:22 PM
Also, I just found out that when I try and open a tiff in Photoshop, I get an error saying it could not be opened because of an unexpected end of file was encountered.
(A tif made from "Output Format" being set to 3)

a tif made from "Output Format" being set to 0 gives an error when opening in Photoshop about unsupported bit depth.

The exr files open ok thoguh.