Hi, great tool, thank you! I have a question: does it take colorspace into consideration? My textures are in ACEScg, and when I convert them, the colorspace seems to break, making them appear much darker-almost black. I’m wondering if this is an issue on my end or if there’s a setting to tweak to preserve the colorspace during the conversion. I’m using Karma on Houdini 20.5, which doesn’t natively convert textures to TX. The issue could also be related to Karma still being in development, even though 20.5 improved it a lot. Who knows. Anyways, thanks again for this great tool! Would love to hear what you think might be going wrong :)
@viilth576Ай бұрын
Ah, found the issue! It turns out the TX conversion wasn't accounting for the colorspace. I tweaked the script and hardcoded it like this: command = f'"{imaketxPath}" --colorconvert "ACEScg" "ACEScg" "{image_path}" "{output_img}" --newer' It might be worth adding an option for users to choose the colorspace themselves -- definitely something that could make it more flexible! :)
@cirocardoso3vАй бұрын
@viilth576 thanks for the suggestion. I will add that to the script for sure.
@MatheooPL3 ай бұрын
does it work with legacy color managment and either aces luts from gumroad or ACES set to tonemapping?
@cirocardoso3v3 ай бұрын
No, this is tool only works with the ACES Substance Painter file. For the legacy workflow you can still use the normal PBR Validator.
@scarabrae3 ай бұрын
Thanks for this, I was just watching your Gnomon video where you mentioned the use with ACES.
@CptEnoch3 ай бұрын
Super helpful! Thanks for the time and effort :).
@outskilledya4 ай бұрын
is there any PBR validator you know of where i can set the limits? im working with a game model and they have specific PBR values
@cirocardoso3v4 ай бұрын
@@outskilledya I could create something for that yeah. I just need to understand better what you need. Are you on discord?
@outskilledya4 ай бұрын
@@cirocardoso3v i am on discord my username is OutSkilledYa profile picture is green frog
@ektorthebigbro5 ай бұрын
ummm so how about 18 udims * 16k textures from reality capture will that work?
@cirocardoso3v4 ай бұрын
There are no limits. And now with the latest's Arnold versions a lot of this process is done for you automatically.
@julis5606 ай бұрын
Lots of great information to use in production here, thanks a lot!
@jonathandong14227 ай бұрын
Thank you so much for sharing this!
@cirocardoso3v3 ай бұрын
You are so welcome!
@electroluxia7 ай бұрын
Wonderful, again.
@cirocardoso3v3 ай бұрын
Thank you!
@electroluxia7 ай бұрын
Wonderful information and tutorial. Thank you.
@electroluxia7 ай бұрын
Thank you! 👍👍
@MarcoRossi-jy1ic8 ай бұрын
Thanks for sharing this! Very good and useful explanation.
@ДенисАндреевич-т9ф8 ай бұрын
Thank you!
@wordsshackles4418 ай бұрын
Thx. Do you know who to specify a specific output folder for .tx files ?
@cirocardoso3v3 ай бұрын
Arnold does now this automatically, the only way is to create a script to copy those TX files to another location and relink all the materials to that path.
@ahmadshishani11958 ай бұрын
much appreciated !! this universe needs more people like you !
@F10F11hm9 ай бұрын
Could you please delve in complex Skin shaders for Arnold in 3ds Max? And SSS? Your Arnold lessons are amazing.
@cirocardoso3v3 ай бұрын
I can try do something with Arnold. I move to Houdini, so 3ds Max is mostly now for modelling.
@xyzzzz69849 ай бұрын
These are excellent tutorials, I'm just discovering the possibilities, it would be fantastic if you could continue both the OSL and Arnold content, if possible. Is there an OSL equivalent of Arnold/Vray Triplanar map? I'd also be interested in procedural dirt and streaks, similar to Vray Dirt map, would that be possible to recreate using OSL?
@cirocardoso3v3 ай бұрын
You can do some of those things, but you need to search on Google to see if someone created a similar tool. For example, for triplanar you can use this - github.com/gkmotu/OSL-Shaders/blob/master/Triplanar.osl
@electroluxia9 ай бұрын
Absolutely fantastic OSL tutorial. Thank you so much.
@cirocardoso3v3 ай бұрын
Glad it was helpful!
@ZbidiBuzzO9 ай бұрын
About to try the vellum Brush now ahah! Nice tuto!
@F10F11hm Жыл бұрын
Hello, do you have plans to continue making lessons for Arnold in 3ds Max? Much has changed and been improved over the course of last year or two, could you explain the benefits or lack thereof of GPU rendering with Arnold, Toon Shader, maybe the principles of rendering advanced animations with Arnold featuring moving characters, simulations?
@cirocardoso3v Жыл бұрын
Hi, yes in a way it is on my plans to get back to these tutorials. However, I am also working now more with Houdini and Arnold. So in order to do something for 3ds Max, I would need specific requests so I know what to cover.
@F10F11hm11 ай бұрын
@@cirocardoso3v Some kind of scene setup examples for starters, maybe? Exterior, interior, character studio setups, optimisation of such scenes. Then, volumetrics like fog, smoke, how to render those quickly for animation purposes. Just a few ideas.
@abbenbow Жыл бұрын
Hello Ciro, I was wondering how you knew what number(s) to use in the Exposure Control ( 3.05 ) and in Tone Map Values Reinhard ( Highlight 0.25 / Shadows 0.20 ) and Filmic - Thank you for this video!
@cirocardoso3v Жыл бұрын
Hi Ashley, I had to manually adjust the values until they matched. Glad you liked.
@abbenbow Жыл бұрын
Thank you Ciro!@@cirocardoso3v
@achimschnick4890 Жыл бұрын
Thanks. But how do I get Arnold using the tx files after converting? What ever I did so far in the Converting Untilities don'wor. The Object stays grey!
@cirocardoso3v Жыл бұрын
In the Arnold Tab, Textures and select the option Use Existing TX Textures. You have now an option to Automatically Convert the textures to TX files.
@achimschnick4890 Жыл бұрын
@@cirocardoso3v Thanks a Lot. meanwhile I learmed very much
@KevacSEA Жыл бұрын
Hey Ciro, thanks for the great tutorial! there is a way with the OSL nodes to not tile a texture, like the old bitmap node check? i cant find it anywere i had to mak a big empty texture to place a sticker without tiling
@cirocardoso3v Жыл бұрын
Sorry for the delay. Yes, you can. In the OSL Bitmap, in the Wrap mode select CLAMP.
@BARE_TEETH Жыл бұрын
Thanks! I really like how Scanline and V-Ray have worked for this. The Arnold setup seems so strange. May be I'll get used to it but so far its been a battle and its user experience is not nice. Feels like an uphill battle in comparison to other elements. V-Ray has a lot of easy and robust elements and you can see them in the render buffer just fine. I have to use Arnold RenderView to see them (quickly) and they seem awkward like the ID is not doing what any other ID setup has. All IDs are white. So now I have to troubleshoot that. Also it seems to lack options out of the box.
@cirocardoso3v Жыл бұрын
Sorry for the late reply. I created a script that should help you creating AOVs github.com/CiroCardoso/CiroCardoso/tree/main/3dsMax/AOVWizzard The ID AOV is for internal use only, you need to use Cryptomatte
@janjanas6644 Жыл бұрын
Kinda bummer that there is no way to use ACEScg with MaxToA
@davidemassi Жыл бұрын
Thanks for sharing. When I convert a file to TX nothing seem to change in the file. I mean if I rename the TX as tif to show the result , it looks the same. in other words I don't see downsized textures added to the image ... is that normal? the work of the exe file is hided to the eye? thanks a lot p.s. nothing change even in rendering time. so I guess I miss something
@cirocardoso3v Жыл бұрын
Sorry missed this comment. How do you convert the file? Do you use the option in 3ds Max? You also need to tick the option of using TX files when available.
@davidemassi Жыл бұрын
@@cirocardoso3v don't worry! I launch the executable from the dos shell and then I load the TX file as a normal texture
@saulescalona71552 жыл бұрын
Ciro, helo. Its me again. The image exposure is applies to all camaras in the scene. If i work whit two or more camaras how can i adjust the image exposute by each one?
@saulescalona71552 жыл бұрын
After a long time and messages I finally understand the reason for the problem, thank you.
@ryancounts81312 жыл бұрын
Ciro, another great tut. I tried using Imager maps before and no one mentioned disabling the physical camera. I'm getting much better results. I'm hating Arnold much less because of your lessons. Keep up the great work. Good tutelage is hard to find.
@cirocardoso3v2 жыл бұрын
Thank you. I am currently recovering from long covid, so as soon I feel slightly better, I will record a couple of more tutorials.
@ryancounts81312 жыл бұрын
Ciro, this was a perfect intro to OSL nodes. Thank you for taking the time to explain it all.
@almostdead95672 жыл бұрын
hey mate , maya user here , is there any way to create a material library using .tx files
@cirocardoso3v2 жыл бұрын
Not sure if I would recommend doing that. TX files are bigger then your normal textures. Usually once a project finishes I just delete all the TX files to save space. But answering your question, yes you can replace the jpg\tiff\targa with the tx and will still work.
@almostdead95672 жыл бұрын
@@cirocardoso3v thanks mate , do u know how to create that library , recently i got coupla materials but they are .ma files and load directly to layout tools in bonus tools , i want to add .tx files also either to layout or content browser
@timarnold83942 жыл бұрын
5:48 Creating an AOV ie AO/Curvature
@fvalduga2 жыл бұрын
Hi Ciro, I hope to see more content in this channel in the near future. I'm migrating from v-ray to Arnold and your channel is helping me a lot! Thanks!
@cirocardoso3v2 жыл бұрын
Hi Felipe. Thank you. Yes, I am planning to record a couple of more tutorials. One thing it helps is having topics, so if there is something you would like to know, let me know.
@fvalduga2 жыл бұрын
@@cirocardoso3v Nice to hear from you, Ciro! Good news you have something new planned for the channel. I will leave a suggestion for the thing I'm couldn't quite understand yet. How to move USD files (or Arnold files) from say, Houdini <-> Max, Blender <-> Max (just USD in this case). How to bring simulations done in Houdini into Max. I'm thinking of adding Houdini Indie to my toolset shortly. It will be awesome! I'm done with Chaos. Thank you very much!
@iannolisgeorgianimis49252 жыл бұрын
Looking forward to more Arnold and Max tutorials, the content on your channel is great! Keep it up, if time allows!
@cliffordjohnathan61402 жыл бұрын
Thank you Thank you Very much.
@F10F11hm2 жыл бұрын
Just discovered your channel. It's great! Please continue, anything related to lighting principles, fog, volumetrics, VDBs, animation, denoising passes before bringing them to AE or Nuke for compositing and so on.. That would be greatly appreciated!
@francescochiara54232 жыл бұрын
Hi would you know how to import .TX textures in 3dsmax? Thanks very much
@cirocardoso3v2 жыл бұрын
Hi Francesco, you don't need to import the TX textures. As long they are in the same folder as the original textures and you have the option to use existing tx textures, you are good to go.
@janjanas66442 жыл бұрын
Can I use denoiser to denoise my Normal AOV instead of my RGBA beauty?
@cirocardoso3v2 жыл бұрын
Usually, you don't need to denoise the N AOV. However, to denoise other AOVs what you can do is in the Layer Selection field type N, so that the imager will only denoise the N AOV. And you can also mix other AOVs, like RGBA and N. If the issue here is that the N AOV looks jagged, what you need to do is to change the filter from Closest to Gaussian.
@janjanas66442 жыл бұрын
@@cirocardoso3v gaussian filter gives much nicer result thx, but I still have some moving noise in my normal
@cirocardoso3v2 жыл бұрын
@@janjanas6644 Ping on the Arnold Discord server. discord.gg/YjmVSsT It will be easier to help you there. I am on the maxtoa channel
@samucasouza86052 жыл бұрын
The AOV object in the advanced tab isn't working anymore, is it? or how can I get some similar result that I used to get with that AOV. Thanks for share your experience using arnold in 3ds max.
@cirocardoso3v2 жыл бұрын
The AOV object is misleading. They are built-in AOVs of type NODE and the Arnold Render View uses the Object AOV for picking. Are you trying to get some object ids?
@sho3d3 жыл бұрын
awesome video!
@danielDulitzky3 жыл бұрын
very nice ! I would love to get my hands on this OSL map, can't find it anywhere. any chance you can point me in the right direction?
@cirocardoso3v3 жыл бұрын
Thanks, Daniel. You can find it here --> www.dropbox.com/s/9tin1l479mcfp46/Base_Rain.osl?dl=0
@SBRSR.3 жыл бұрын
Thanks for this superb tutorial, I tried to run the Bat file but when I send to convert the command prompt does not open and my tx format is not getting created , Will you be able to guide me please
@cirocardoso3v3 жыл бұрын
Hi Binesh, I am glad you enjoy it. If you update to the latest Arnold version, you have now the option to create these files automatically. Press F10, go to the Arnold Renderer tab, scroll down to Textures and tick the Use Existing TX textures and the Auto-Convert Textures to TX. Let me know if this helps you, otherwise, I can give you a hand with the batch file.
@methilakulasinghe36743 жыл бұрын
yes of course. Arnold volumetric light using the sun. is that possible? (I think the sun is not supported)
@petaravramovic79983 жыл бұрын
Hi Ciro, Thanks for the helpful video. Please make a short video on all aspects of arnold rendering. For example: How to make a matte mask from an object on the scene in an arnold render.
@cirocardoso3v3 жыл бұрын
Thanks for the idea!
@roberthvala64593 жыл бұрын
Absolute boss! Thank you.
@cirocardoso3v3 жыл бұрын
Any time!
@urielprado58103 жыл бұрын
Thank you, it's a bit ridiculous to think that Arnold Render works in that way, but software is what it is.
@cirocardoso3v3 жыл бұрын
Well, because Arnold is now the default render it has to support all of these legacy workflows. There are people that still use these tone mapping options for their renders.
@itsthatYEStoogoodguy3 жыл бұрын
Please more MAXtoA stuff!
@cirocardoso3v3 жыл бұрын
Working on that. At the moment I am preparing my talk for Autodesk University about the Arnold Toon shader, but after August I will get back to record a couple of more tutorials. Anything in particular you wanted to be covered?
@itsthatYEStoogoodguy3 жыл бұрын
@@cirocardoso3v I want to see more about Arnold materials and textures/Rendering not many tutorial out there for MAXtoA, And good luck with your talk with Autodesk thank you! & see you after August :)
@OjiHamidin3 жыл бұрын
Found this out while playing with Arnold but your video EXPLAINED it in a better information. Thank you for a good video!
@cirocardoso3v3 жыл бұрын
You are welcome. Glad it helped.
@jamesparker62433 жыл бұрын
in the old Color Correction I able to type the value of 20 into brightness. How would I do that in the OSL version? How do I do -20 for brightness in OSL?
@cirocardoso3v3 жыл бұрын
Is the same. You can go up and down in the values. I just tested a -20 and it worked fine. Of course, each texture will be different. Also keep in mind some of the legacy nodes weren't doing the right math when doing these type of operations.
@jamesparker62433 жыл бұрын
@@cirocardoso3v So I can just type 20 or -20, or do I nee to type it 0.2 or -.02?
@cirocardoso3v3 жыл бұрын
@@jamesparker6243 I believe the lowest value you can get is 0, but you can go as higher as the texture allows.