#Temp Files
12 messages in this thread
Steve,
I am curious to know why AM leaves some rather large .TMP files behind
after a rendering is completed ?
And why does the use of Klieg lights cause AM to produce a separate
Shadow.TMP file ?
Seeking enlightenment,
Chris D.
the temp files you are referring to is where the renderer stores it's data
while finishing/creating an image… the shadow.tmp is where the alpha channels
are stored… these files should not be left behind after you close the
render…
Steve, Hash Inc.
Steve,
>>>the temp files you are referring to is where the renderer stores it's data
while finishing/creating an image… the shadow.tmp is where the alpha channels
are stored… these files should not be left behind after you close the
render…
Thank God they are left behind! (We are talking about the TEMP.TGA and
SHADOW.TGA in your Temp directory, right? The uncompressed versions of your
latest targa tendering job?)
As it turnes out those are the only .TGA files from A:M that can be read
directly by PhotoShop (PC version). I think PhotoShop has problem with the
compressed .TGA format that uses the developers info section…
Pawel
>>the temp files you are referring to is where the renderer stores it's >>data
while finishing/creating an image… the shadow.tmp is where the >>alpha
channels are stored… these files should not be left behind after >>you close
the render…
>> Steve, Hash Inc.
Well Steve, they are left behind after I close render. And the shadow.tmp
shows up regardless of whether or not I use the alpha channels. But as my
earlier message stated there seems to be a link between the appearance of the
shadow.tmp file and the use of Klieg lights.
Is there any thing I could do to prevent these large files from remaining
after the render is complete ? Besides deleting them myself.
Chris D.
Oops! Sorry! My head got garbled! Pawels post should answer your question…
the temp is an uncompressed TGA and the Shadow is the lighting info in tga
format… the program writes over these files for each new render… there is
no way to remove them except to delete them which I wouldn't reccomend…
Steve, Hash Inc.
>>… there is no way to remove them except to delete them which I >>wouldn't
reccomend…
>> Steve, Hash Inc.
Steve,
Thanks for your help. But I will continue to delete them until I find a
use for them. Hard disk space is far too valuable to do otherwise.
Chris D.
>>>And the shadow.tmp shows up regardless of whether or not I use the alpha
channels.
Shadow.tga shows up when you render the scene with the shadows. (-p switch in
Render24) It is in
TGA format on my PC, but than again, I almost always go pretty high rez… I
suppose those files have to be there first, otherwise you wouldn't be able to
save your images in more disk friendly form (I had 54 meg uncompressed Temp
file saving to under 9 megs).
Pawel
>>Shadow.tga shows up when you render the scene with the shadows. (-p
>>switch in Render24)
Pawel,
I will have to disagree with you. The shawdow.tmp file does show up when
I use the -p switch, but only when I use Klieg lights. If I were to use Bulb
lights with the -p switch the shadow.tmp doesn't appear. Strange but true.
>> (I had 54 meg uncompressed Temp file saving to under 9 megs).
Wow, my computer would have a stroke with such a file. What kind of work
were you doing to produce such a monster ?
Chris D.
>>> Wow, my computer would have a stroke with such a file. What kind of work
were you doing to produce such a monster ?
It can only be described as "virtual photography"… <BG>
I am one of those guys that uses A:M mostly for still images that will printed.
I have done files as large as 94 megs in A:M that were used for large format
displays (30"x40")… I love animation, but so far I don't know how to make
money with it. So, I render away for the purposes I know how to make money with
— packaging design, advertising, product illustration, corporate literature.
I also have been working on children's book series called "Animals of Earth2"
— my pet project for 2 years for wchich I can't seem to find enough time…
(and original reason I got Playmation, in the first place). Of course, now when
Steven Spielberg is coming with the TV series called "Earth2", I will have to
do something with the title… All those eghets, hogooghs, blick-looms and
panills will have to find new home… Maybe I will call it "Animals of Earth
Number Two"<g>. Also, I might totally change the project's direction and do
animation instead, so I can compete with S.S. — The film should be ready by
the year 2094, (if I can convince my unborn grand children to take over after
my death). <BG>
Anyway, for printing you want to have between 2 to 2.5 pixel/dot ratio. — If
your printing is 150 line screen, you might want 300 dpi resolution. For 8.5" x
11" this means 2550×3300 pixels. The 54 meg file was for 8.5" x 22" artwork…
At that resolution you car really see what A:M rendering quality really is!
Pawel
>>Of course, now when Steven Spielberg is coming with the TV series called
>>"Earth2", I will have to do something with the title…
If Steven's Earth2 is as bad as his other forays into television, such as
SeaSquid, your need for a title change may take on an unexpected importance.
>> Also, I might totally change the project's direction and do animation
>>instead, so I can compete with S.S. — The film should be ready by the >>year
2094, (if I can convince my unborn grand children to take over >>after my
death).
If you pull it off, I will make sure my unborn grandchildren go see it.
And BTW, thanks for the printing tips (pixel/dot ratio etc..) . On a related
subject, I was wondering if you had any tips, formulas, etc.. regarding aspect
ratios in relation to various pixel resolutions. For example the standard
aspect ratio for a 320×200 image is .8333:1 . Do you have any idea how that
ratio was derived ?
Chris D.
Chris,
Sorry for not getting back to you right away. I picked up your message on at my
home and when I had the time in the office I din't have you Cis #…
>>>I was wondering if you had any tips, formulas, etc.. regarding aspect ratios
in relation to various pixel resolutions. For example the standard aspect ratio
for a 320×200 image is .8333:1 . Do you have any idea how that ratio was
derived ?
Aspect ratios are simple proportions of different display sizes (width/hight)
and how they relate to standard PC display… (640×480) If you double the
320×200 you end up with 640×400… So the formula is simple 400:480=0.83333…
Pawel
Pawel,
Thanks for your help on aspect ratios. It all makes sense now.
Chris D.