Community
Arnold for 3ds Max
Rendering with Arnold in 3ds Max using the MaxtoA plug-in.
cancel
Showing results for 
Show  only  | Search instead for 
Did you mean: 

maketx to convert textures exported from substance painter with mixed color spaces

7 REPLIES 7
Reply
Message 1 of 8
jch
Enthusiast
990 Views, 7 Replies

maketx to convert textures exported from substance painter with mixed color spaces

Hi all,

OS: Windows 10, Maya 2017 update 5, MtoA 3.0.1

The PNG textures I exported from Substance Painter are of different color spaces. Some are sRGB and some are linear. They all saved in the same folder.

When using Tx Manager to convert those PNGs using "Use Texture in Folder" and "-v -u --unpremult --oiio" as options, the tx files that are converted from the PNGs that are of linear color space (ex. roughness, normal) seem to be treated as if they are saved in sRGB (probably due to the PNG file extension).

Is there a way or flags/options in Tx Manager to convert correctly a folder of textures that are of the same file extension but of mixed color spaces?

Thanks!

Tags (2)
Labels (2)
7 REPLIES 7
Message 2 of 8
Stephen.Blair
in reply to: jch

You would have to add the required maketx command-line flags.

Instead, can you define Color Space Rules based on the filenames? (in the Color Management Preferences).



// Stephen Blair
// Arnold Renderer Support
Message 3 of 8
gshankar165
in reply to: jch

I follow below method.

In color management, input colorspace to RAW, reapply rule to scene(it changes all textures input colorspace to RAW) . Then manually I change the sRGB color textures to sRGB in input texture colorspace option of texture node, tick on ignore colorspace option.

You can start converting to tx now.

Or

https://support.allegorithmic.com/documentation/plugins/servlet/mobile?contentId=143720756#content/v...

Message 4 of 8
jch
Enthusiast
in reply to: jch

@Stephen Blair, I can try editing the filename before exporting from Substance Painter.

@Girijashankar Senapati I am not sure how it works internally but it works if I load those PNGs first in file nodes first as you mentioned. So is it correct that when I set to "Use Texture in Folder" in Tx Manager, it still parses through the scene to see if a texture is loaded in the file node with corresponding color space settings and flags (like ignore colorspace option)?

It would be great if I can use Tx Manager to convert correctly without loading those PNGs into each file nodes first.

Message 5 of 8
Stephen.Blair
in reply to: jch

or you autotx a few, and then use the same command line args

use oiiotool -v --info on the files to get the info (oiiotool ships with htoa)



// Stephen Blair
// Arnold Renderer Support
Message 6 of 8
jch
Enthusiast
in reply to: jch

I'd like to convert all .png in a folder to .tx in one go using Tx Manager in Maya given the .png are in different color spaces.

In my test, it seems whether the .png are loaded in file nodes (hence color-managed by Maya) or not will affect how Tx Manager treat and convert those png textures. Can you confirm the this behavior is correct and expected or I am missing something.

Message 7 of 8
Stephen.Blair
in reply to: jch

Ah yes, of course. Yes, the tx manager checks the color space settings in the file node, and based on that adds a --colorconvert if necessary



// Stephen Blair
// Arnold Renderer Support
Message 8 of 8
jch
Enthusiast
in reply to: Stephen.Blair

Thanks for the confirmation Stephen.

Can't find what you're looking for? Ask the community or share your knowledge.

Post to forums  

Autodesk Design & Make Report