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mGo tool - Trigger img2tiledexr after export textures from Mari.

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  • mGo tool - Trigger img2tiledexr after export textures from Mari.

    Hey guys,

    Not sure if u guys know but my partner and I are developing a tool called mGo that will come with Mari 3.0.
    http://mgotoolkit.tk/
    As you may know Mari 3.0 comes with a VrayMtl shader for you to texture in context with your pipeline.
    https://www.thefoundry.co.uk/products/mari/features/

    On top of that we are thinking a way to after you export the textures from Mari it will lunch a specific tool you choose like img2tiledexr from Vray for example in order to convert you textures to tiled mipmap images.
    After that those converted textures will be imported and connected at your shader in Maya...
    Do you guys have any input/feedback for this idea? Of course we are aware of each studio handle things differently and some might have their own builtin tools for take care of that, so what we are looking for its a general solution that could cover most of common scenarios...

    Original thread in the Mari's forum:
    http://community.thefoundry.co.uk/di...f=221&t=115275

    Best regards,
    Antonio Neto.

  • #2
    Hey Antonio, I like the idea of converting textures exported from Mari. Maybe adding format options to have both tiled mip-map .exr and .tx?
    Not sure if I want the tool to handle hooking textures to shaders in Maya automatically. At the moment, I don't know how deep the new node graph in Mari 3.0 will be and will it support VrayBlendMtl or more shaders.
    always curious...

    Comment


    • #3
      Thanks Jason,

      Well mGo handle export live and offline to Maya, so it's up to you ask mGo in Maya to connect things for you or not.
      mGo does not translate an entire node graph from Mari, actually he exports a flattened texture. Only few things are then passed to Maya, such as Blend shaders, which mGo takes care of it, or a Falloff Curve adjusment node, which is converted to a sampleInfo node + ramp maps, useful to create certain fresnel effects...

      For now I am thinking about a text field so the user could enter where the conversion tool is located(farm or local), and some parameters for the options. I guess this way it will cover most of cases and users/studios necessities.

      Best,
      Antonio

      Comment


      • #4
        Pretty cool, Antonio...Like the idea of letting users to choose whether or not to hook nodes up in Maya automatically. Curious to know how mGo converts Mari's node to Maya's samplerInfo + ramp. How close the conversion will be? Anyhow, a flexible output solution with options is great IMHO.

        Originally posted by netocg View Post
        Thanks Jason,

        Well mGo handle export live and offline to Maya, so it's up to you ask mGo in Maya to connect things for you or not.
        mGo does not translate an entire node graph from Mari, actually he exports a flattened texture. Only few things are then passed to Maya, such as Blend shaders, which mGo takes care of it, or a Falloff Curve adjusment node, which is converted to a sampleInfo node + ramp maps, useful to create certain fresnel effects...

        For now I am thinking about a text field so the user could enter where the conversion tool is located(farm or local), and some parameters for the options. I guess this way it will cover most of cases and users/studios necessities.

        Best,
        Antonio
        always curious...

        Comment

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