Hello all,
I would like to ask about the general workflow in vray and 3ds max with very large textures such as multiple 32 bit 8k exr's, for example to be used many times with blend shapes alongside driven materials for animated characters.
When we were working with Arnold in Maya we used to convert all textures to .tx format this not only made the renders super fast with large textures but it also managed memory very well by splitting the textures into many smaller buckets, later we only had to load the tx textures into Maya and work with it disregarding the original exrs, there was also a nice tool which converted all assigned textures in the scene to .tx files automatically and replaced them avoiding manual work.
The question is: How is the .tx workflow inside vray? does it work the same way, as in does it use .tx just as well to manage memory and speed such as that of Arnold? were can we find the converters for it and are there any tutorials out there regarding this matter?
Thank you!
I would like to ask about the general workflow in vray and 3ds max with very large textures such as multiple 32 bit 8k exr's, for example to be used many times with blend shapes alongside driven materials for animated characters.
When we were working with Arnold in Maya we used to convert all textures to .tx format this not only made the renders super fast with large textures but it also managed memory very well by splitting the textures into many smaller buckets, later we only had to load the tx textures into Maya and work with it disregarding the original exrs, there was also a nice tool which converted all assigned textures in the scene to .tx files automatically and replaced them avoiding manual work.
The question is: How is the .tx workflow inside vray? does it work the same way, as in does it use .tx just as well to manage memory and speed such as that of Arnold? were can we find the converters for it and are there any tutorials out there regarding this matter?
Thank you!
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