Is it somehow possible to make the Rendered Frame Window of the RTT dialog show the actual texture I am baking? I am currently trying to bake a 4k Normal Map (using the Scanline Renderer) and I am running into poblems. When the rendering is finished I get an error saying 'Error during Bitmap creation' (I assume it is some Memory Issue). The thing is, I can save the Image in the Rendered Frame Window without any problems, but that doesn't help me because it doesn't show the Normal Map...
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In RTT it always shows the standard (regular render view) because it needs to render each time or at least it does a full rendering and extracts from each rendered buffer- pixel the desired results. So if you want for example specular values it still needs to perform a regular render where it validates everything. After that from each pixel the spec value is read and stored separate.
For some odd reason even diffuse values get tossed into the complete rendering I assume they had limited resources and time to make the RTT renderer behave like the regular renderer.
The only way I know in RTT to store or capture renderings is through defining them in the bake jobs. Maybe you can access the FrameBuffer of the RTT render - because it's triggered through the same command in maxscript: #bakeSelected seems to instruct max to store the desired bake jobs to their target image files once the rendering is done. vfb stands for virtual Frame Buffer and its the window you were speaking of.
Maybe you can intercept or use the Framebuffer to reconstruct those layers yourself? There should be some maxscript tutorials (in max) on how to access the Framebuffer through maxscript and extract different values.
Btw. you can also render only regions of a full renderings with some additional parameters in the render commmand (I guess its called blowup in the render GUI, but its not accessible in the RTT gui, maxscript could help out).
I had a split render script once modified that would allow me to render 8k and higher renderings of a dense Mental Ray rendered scene. I can look it up later if you want.
If it fails again, I think I'll have to rearrange the Layout and render separate smaller NMs for each part. Splitting the Render in 4 parts might also do the trick...I'll have to look into that....