How to not use .tx files in Arnold

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rupert thorpe

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Apr 13, 2022, 4:57:56 AM4/13/22
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Hello,

I know that I really should use .tx files,  but they are creating a bit of a headache for me since I have a combination of Arnold versions and applications, and am getting inconsistent colour stuff written into the .tx files.

Unfortunately that is difficult to control.
(eg: if someone opens an old maya lookdev file and does a test render - now my .tx files are wrong).

In Maya there is a switch to not use them: 2022-04-13_09-52.png

I'm guessing that I can also set this in gaffer - but I cant see the option anywhere, so maybe there is a trick to set it?

R

John Haddon

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Apr 13, 2022, 5:48:47 AM4/13/22
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On Wed, Apr 13, 2022 at 9:57 AM rupert thorpe <pure...@gmail.com> wrote:

I'm guessing that I can also set this in gaffer - but I cant see the option anywhere, so maybe there is a trick to set it?

Gaffer doesn't do any automatic handling of `.tx` files - it just takes whatever file paths you give it and passes them to Arnold. The expectation is that `.tx` generation is done (once!) as part of a publish process elsewhere in the pipeline...
Cheers...
John

rupert thorpe

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Apr 13, 2022, 5:58:57 AM4/13/22
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Hi, 

This makes sense - however Arnold seems to be automatically reading .tx files off disk if they exist - even though my AiImage nodes are set to read .png/.exr textures.
I am thinking that this is an Arnold option which is not exposed.

John Haddon

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Apr 13, 2022, 6:16:04 AM4/13/22
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Ah! That's a new one for me! Looks like it's called `texture_use_existing_tx`, and you can set it with a CustomOptions node as below :

image.png

I've attached a node with that setup as well. Let us know if it does the trick...
Cheers...
John

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dontUseExistingTx.gfr

rupert thorpe

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Apr 13, 2022, 7:29:58 AM4/13/22
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Thanks! seems to work.
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