Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 28-05-2003 , 12:17 PM
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From the command shell use the flags -tw and -th. The valid value range is between 16

From the command shell use the flags -tw and -th. The valid value range is between 16 and 256 ??
Is that a good way to divide my image by 4/8?
Need more explanationd please
Can anyone help??
TXS

# 2 28-05-2003 , 12:45 PM
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what exactly are you talking about? user added image

# 3 28-05-2003 , 12:47 PM
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The -tw and -th render flags does not divide the final rendered image. It will only affect how big "tiles" the renderer will render at a time during the rendering process. Smaller tile sizes allows larger textures to fit in the RAM. Normally you don't have to touch these...


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# 4 28-05-2003 , 12:55 PM
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?

tx 1000 (start point (left corner) of the tile)
ty 1000 (start point (left upper corner) of the tile)

Now you got the left upper corner-point where the tile should start, normally left upper corner is tw 0, th 0


Next thing is to define, how big the tile is (to the right and down-wards)

tw 1000 (=tile width)
th 1000 (=tile height)



so the command for the first quarter is:
render -tx 0 -ty 0 -tw 2000 -th 2000 mySceneName.mb

2nd Q
render -tx 0 -ty 2000 -tw 2000 -th 2000 mySceneName.mb

3nd Q
render -tx 2000 -ty 0 -tw 2000 -th 2000 mySceneName.mb

4nd Q
render -tx 2000 -ty 2000 -tw 2000 -th 2000 mySceneName.mb

Is that not a way do divide my images to get a higher resol for each Q . I don,t understand how maya could render the Q's separatly
Do yu understand wht i mean??

# 5 29-05-2003 , 11:39 AM
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I think you're (or me user added image) mixing regions and tiles. I think you're talking about regions. From the help:

xLeft -xl <int> set X sub-region left pixel boundary of the final image

xRight -xr <int> set X sub-region right pixel boundary of the final image

yLow -yl <int> set Y sub-region low pixel boundary of the final image

yHigh -yh <int> set Y sub-region high pixel boundary of the final image


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# 6 29-05-2003 , 11:45 PM
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So if my final resolution is 6000x6000, and with 4 Squares, then:
In command prompt, not in script editor; after closing Maya;



Render -x 6000 -y 6000 -xl 0 -xr 2999 -yl 0 -yh 2999 -im lower_left myfile.mb
Render -x 6000 -y 6000 -xl 0 -xr 2999 -yl 3000 -yh 5999 -im upper_left myfile.mb
Render -x 6000 -y 6000 -xl 3000 -xr 5999 -yl 0 -yh 2999 -im lower_right myfile.mb
Render -x 6000 -y 6000 -xl 3000 -xr 5999 -yl 3000 -yh 5999 -im upper_right myfile.mb





"Render -x 6000 -y 6000 -xl 0 -xr 2999 -yl 0 -yh 2999 -im lower_left" C:\ "Documents and Settings" \ "filou" \ "trial" \ "balls.mb"

"Render -x 6000 -y 6000 -xr 2999 -xl 2999 -yh 2999 -yl 0 -im lower_left"'
n'est pas reconnu en tant que commande interne
ou externe, un programme exécutable ou un fichier de commandes.

Which means:


"Render -x 6000 -y 6000 -xr 2999 -xl 2999 -yh 2999 -yl 0 -im lower_left"'
is not recognize as an intern or extern command or(?) an executive programm.....

Please help






Last edited by filou; 01-06-2003 at 06:24 PM.
# 7 01-06-2003 , 08:22 PM
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Got it ,at the end with c:\tmp

Quotes " and spaces for first part of the command and then:



C:\temp\myfile.mb !!!

But , how would you name 6 or 8 different squares??


Last edited by filou; 01-06-2003 at 09:50 PM.
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