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[Closed] RPF to TGA

hello ,

here is my question : is there a way to simply convert an image from to RPF to TGA at render time ?

I have a sequence to render in RPF file format. My problem is I can’t view rendered images in a standard image viewer, because RPF is usually not spported by software like ACDSee.

What I want is max to copy and convert to TGA each images it has just rendered, Is that possible ?

7 Replies

I stopped using crappy bloated ACDSee as soon as I found XnView. Which craps on ACDSee from a great height. And is free. And reads RPF. And shows preview thumbnails of max scenes. Did I mention it also previews and plays sound and movie files? It’s AMAZING.

http://www.xnview.com

Dave

thanks Dave,

this is a good viewer, I didn’t know it. It’s ability to display RPF images is very interresting.
But one of my problems is RPF images are very heavy, and it’s very difficult to ” preview ” my animation (with the mouse weel for example ) . that the reson why I would like to have a TGA or JPG as an alias of my RPF file.

I just had a look in maxscript help for : #postRenderFrame callback script.

They say it returns an array,

I tried :


  callbacks.addScript #postRenderFrame "print (#postRenderFrame.count)" id:#RPF_to_TGA
  

obviously that’s not the good way to do it, it returns an error…

[font=Arial]Does anybody know how to use it ? [/font]

Borislav Petrov (Bobo) wrote a converter a long time ago, and it may still work in newer versions of Max… Maxscript changes frequently, so the commands may have been modified / dropped, etc.

There are a few varieties of RPF to XXX format actually… what you’re really talking about is extracting the different channels from an RPF image and dumping them as the channel file. You can combine them in photoshop or you can work with just the diffuse channel if that was rendered.

Look for ChannelExtractor or CHannelSaver… one works as an effect I believe. Here, I’ll upload copies I have lying around from Max4. Note, ChannelExtractor 0.2 seems to be the official version… I might have copied it to 0.3 to see if I could change some settings, but I can’t remember, so start with the 02 versions. Zip file contains 3 files, fyi.

Maneswar

Thank you very much for these scripts, I think they are going to teach me a lot of things .
And if it comes from “BOBO” it just cannot be bad ! ;o)

thank you

this is a function , maybe helpful . any map formats that 3dsmax supported can convert freely ,just render it ( very fast ) ,and “save as:”


fn convMap theMapTex newtype:".jpg" =
(
-- define a map for save . --
local theW = theMapTex.bitMap.Width
local theH = theMapTex.bitMap.height
local theOP= theMapTex.filename 
local theP =(getFileNamePath theop) +\
   (getFileNameFile theop) +\
   newtype 
local saveMap = bitMap theW theH fileName:theP 
-- render the old map to new one . -- 
renderMap theMapTex into:saveMap --[size:<point2>] [filename:<string>] [scale:<float>] [filter:<boolean>] [display:<boolean>] 
save saveMap 
close saveMap
--theMapTex.bitmap 
-- theMapTex.fileName  "d:\download\mao.tga"
--get the map`s W & H . 
)

convMap $.material.diffuseMap 
 

thank you for this one too !
I will try it.

I tried something using #postRenderFrame callback , getting the LastRenderedImage() and saving it to another file format. It works quite well (I will post the code later).
The only problem is saved images doesn’t have motion blur applied, can somebody tell me why ?

anyway thank for your answers !!

MrGAG