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Rendering with Arnold in Maya using the MtoA plug-in.
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How to work with maketx for 3DS Max?

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Message 1 of 3
Michael.Oliveira
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How to work with maketx for 3DS Max?

I recently learned about this maketx in order to convert images to tx for better rendering within Arnold and thought it was pretty amazing. I'm just trying to wrap my head around what to do with the oiio files, locating the maketx within my Arnold Files (If it's even there) and generally just how to go about it all. I'm very unfamiliar with this and am wondering if anyone could explain the process for a noob like me.

Thank you!

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Message 2 of 3

Ain't 3dsmax textures converted automagically to .tx ? If you plan to use it standalone .. just type in a terminal.. maketx --help 🙂

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Once you have the .tx files next to the original ones (say jpg's), if you enable "Use Existing .tx Textures" (Textures rollup of the Arnold rendering options) Arnold will use the .tx version in place of the .jpg that you have loaded in Max.

For instance, if in your Bitmap or Image shader you have C:\temp\foo.jpg selected, and if C:\temp\foo.tx exists, Arnold will use the latter.

See the doc page.

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