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just convert the 3d texture to a file texture and it works !!!
[ Tip on preventing swimming animation
This operation can be useful if you want to prevent an animated object from swimming through a 3D texture. If a procedural texture is very noisy and appears to shift and swim during an animation, try increasing the Filter and/or Filter Offset values to try to achieve a slightly blurred effect and to reduce the sharpness that causes the swimming. You can also try increasing the Shading Samples as a last resort. ]
btw , can u show me CG哲拳道 !!!
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maya/library/rendering/13 convert to file texture .
(quote fr the manual )
Converting a solid texture to a file texture
To convert a texture into a File texture:
When you map a texture to a surface and want to save it as a file texture:
1
Shift-pick the object in the view and the material swatch in Hypershade.
2
Select Edit > Convert to File Texture in Hypershade.
3
If necessary, open the options window and adjust the options, then press Convert Texture.
Convert to File Texture options
The Convert to File Texture options let you control how a solid texture is converted into an image file texture. To access the options window, in Hypershade, select Edit > Convert to File Texture .
Anti-alias
If on, sharp, jagged edges within the solid texture are blurred or anti-aliased.
Bake Shading Group Lighting
Bakes the lights that illuminate the selected surface into the new image file when you convert a texture or material into an image file. The new image file is lit by the same lights linked to the surface in the scene. (This option is ideal for color matching.)
Bake Shadows
Specifies whether to compute shadows when baking lighting. Disk-based shadow maps are used. Only lights with depth map shadows turned on (Use Depth Map Shadows in a light's Attribute Editor) are used.
Bake Transparency
Specifies whether to compute transparency when baking lighting. Bake transparency samples both the color and transparency of the shading network—Maya sets the alpha channel of the file texture to correspond to the sampled transparency's result. Transparency is not computed by default.
Double Sided
Turn this option off when baking lighting or shadows. If on, normals that are needed when sampling the shading network are flipped to face the camera. (You can use this option when baking a shading network's lighting to light both sides of the surface).
Caution!
Turning Double Sided on makes the conversion dependent on the camera which may be undesirable in some cases, particularly with baked lighting and shadows ...