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Image formats pissing me off
show user profile  Mr_Stabby
Most of my textures go through photoshop before I stick them into max so lets say my pipeline is PS -> Max. Problem is - there seems to be no good image format to do the pipe stuff.

Max doesn't support PSD transparency in collapsed mode so I have to either compose all the layers again in max or export from PS to PNG and use that which makes working on the textures a pain since half the time I'm just clicking through the save dialog.

Max doesn't understand layered TIF's correctly and is mucking up the image in some weird way.

And those are the only 2 layered formats available between the 2. Fuck.

Now I'm thinking there might be a PS plugin for a format that has layers, variable pixel depth, transparency and is understood correctly by max. Any of you guys know of such a thing?

read 343 times
8/6/2014 12:04:40 AM (last edit: 8/6/2014 12:04:40 AM)
show user profile  ScotlandDave
Can you not export just a separate greyscale image as alpha or am i over simplifying things?

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read 336 times
8/6/2014 12:44:08 AM (last edit: 8/6/2014 12:44:08 AM)
show user profile  Mr_Stabby
I did further testing, ran into something odd

How it looks like in photoshop:

And its interpretations in max:

From left to right:
PSD collapsed layer, PSD single layer, layered TIF with transparency, PNG with transparency


To me the TIF and PSD collapsed layer actually look closer to the original (minus what i assume is a downsampling artifact with some missing gray stuff near the center-right area of the map.

So maybe the way PNG and PSD single layer are communicated is wrong? Still pondering.

@ScotlandDave
I could but when you go back n forth between PS and max every 10 seconds its just really annoying to do.

read 334 times
8/6/2014 12:45:43 AM (last edit: 8/6/2014 12:47:02 AM)
show user profile  herfst1
At work we use tga's. I also flip between ps and max every 10 seconds, so we use PS actions to make life less shit.
read 322 times
8/6/2014 2:47:09 AM (last edit: 8/6/2014 2:47:09 AM)
show user profile  Error404
looks like a gamma/colorspace difference to me. I've always hated working with color space coming out of Photoshop.

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read 320 times
8/6/2014 6:32:29 AM (last edit: 8/6/2014 6:32:29 AM)
show user profile  Mr_Stabby
the texture was imported with gamma 1 (as it was created), but that doesn't really matter in this case. Essentially I don't care if the map is biased one way or another, I can do stuff about that.

What I do care about is that when i mix the maps with procedural maps they shouldn't break the brighter/darker barrier (you cant see it in the example i posted above but most of the map is actually painted with various opacities of black.

What I discovered from testing yesterday was that PNG's and PSD single layer makes everything way too bright because if its a weak layer of black, it somehow ends up in Max as grayish. On the other hand TIF's make things darker than they should be, I have no clue why and its not a universal thing, if you could see me fiddle with gamma/offset you'd see that not all parts of the map are treated equally and any kind of modification will make things just more erratic, i suspect its some kind of layer thing going on where they are mixed wrong.

So in conclusion - I've been using PNG's for maps like this for a while and just assumed them to be right but they are not so I've been unknowingly compensating for its shortcomings. TIF's are somewhat closer to what it should be but not quite. I don't have time right now to investigate further but one day, I shall get to the bottom of this!!

read 284 times
8/7/2014 2:45:03 AM (last edit: 8/7/2014 2:45:35 AM)
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