CompuServe Thread

#Temp Files

12 messages in this thread
#1074From: Chris DukeOct 4, 1994 11:03 AM
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.
#1077From: Steve/HASH, Inc.Oct 4, 1994 3:28 PM
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.
#1078From: Pawel BodytkoOct 4, 1994 4:22 PM
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
#1089From: Chris DukeOct 5, 1994 1:07 PM
>>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.
#1094From: Steve/HASH, Inc.Oct 5, 1994 5:32 PM
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.
#1106From: Chris DukeOct 6, 1994 9:24 PM
>>… 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.
#1098From: Pawel BodytkoOct 6, 1994 8:56 AM
>>>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
#1107From: Chris DukeOct 6, 1994 9:24 PM
>>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.
#1109From: Pawel BodytkoOct 7, 1994 8:17 AM
>>> 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
#1122From: Chris DukeOct 8, 1994 9:18 PM
>>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.
#1201From: Pawel BodytkoOct 12, 1994 7:52 PM
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
#1209From: Chris DukeOct 13, 1994 1:06 PM
Pawel, Thanks for your help on aspect ratios. It all makes sense now. Chris D.