Is it possible to render a scene with different textures. The textures are prenamed jpg files, the rendered images should have the same name as the texture files. I have some scene setup with an object in it, the product. There are hundreds of labels (textures) that should fit the object.
Anyone?
Replies
Do this instead:
Render the scene once fully lit in render passes. Make sure you render a UV pass. Then comp everything and apply your logos in post via 2d retexture with your UV pass. Few extra minutes to set up, but you only ever have to render your scene one time.
difuse_0001.png
difuse_0002.png
difuse_0003.png
...
just check that tick that says load as sequence or so when selecting the bitmap texture and with that simply render a animation with a similar output name, done!
Just a small hint to the original poster:
Your initial post didn't contain a real question it was very vague and the reason MoP and I responded that way. Try to give in future your posts some direction so that people don't have to do all the thinking and writing for you guessing what you might want in particular. It's just common sense imo
Like just ask where to get the info or scripts for stuff like that. Or if someone could hand out some snippets or tips on how to do that, or ask how people would do it in general to avoid all th work.
My initial question was just plane and simple. A yes or no would be satisfying. But the following answers sure please my desire to get to the end result. Indeed, if you read my post as to get to that result it is vague indeed.
I do believe the desired end result is clear. But as always there are a multiple possible solutions. The one you gave is sure interesting, and very surprising to do it that way.
Mop its a map with a gradient in the red channel representing U and a green gradient representing V. Map those onto and object and you sample the colour value to give you the UV coord that the pixel is mapped to.
Motiva wrote an app to do just this. Its quite amazing. you can edit the texture of an object and all the GI and reflections update accordingly...instantly nutty stuff
http://www.motivacg.com/colimo_en.php
I would probably do the render sequence, or save out scene states. Then use a batch render que to manage each render job and send them one at a time or all at once.
http://www.scriptspot.com/3ds-max/scripts/batch-render-assistant
This script is a nice little replacement for the batch render that comes standard with max. It allows you to check them all on or off, and select a series and set their properties together. The only thing it lacks is the net render button for that you need to launch the standard editor (button to the left of scan).
Its piss easy . you render in passes. UV, diffuse, lighting, spec
Map your texture using the UV channel then comp the scene together
You could write a script in 10 minutes to automate that process in AE. The same for any other app.
Name the labels as an image sequence. import into AE and render the sequence
That said you might as well use an image sequence in max. and render like that