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Warning |
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PxrMultiTexture is only compatible with PxrRoundCube, PxrTileManifold, PxrRandomTextureManifold, and PxrRandomTextureManifold PxrHexTileManifold. Other manifolds are NOT usable with this pattern. |
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Warning |
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This input is only compatible with nodes providing a "resultMulti" output, like PxrRoundCube, PxrTileManifold, PxrRandomTextureManifold, and PxrHexTileManifold. |
Textures
Filename (0 to 9)
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Selects different reconstruction filters that can be used during texture lookups. The filters available for PxrTexture are:
Value | Filter |
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0 | Nearest |
1 | Box |
2 | Bilinear |
3 | Bspline |
6 | Gaussian |
7 | Lagrangian |
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Blur
Specifies how much to blur the image retrieved from the texture file.
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For each object to get a different variation, you need to select something unique about them to create a unique seed. You have a choice between the object's id and the object's name.
These attributes are created by the software outputting the RIB and depending on your host, one may work better than the other.
Value | Source | Depends on |
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0 | Object id | Attribute "identifier" "float id" |
1 | Object Name | Attribute "identifier" "string name" |
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Seed
When set to zero, all PxrMultiTexture patterns using the same manifold will compute the same random seed. If you want one of these patterns to compute a different variation, set the randomSeed to a non-zero value:
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How the color hue will be randomized:
Value | Mode | Descrition |
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0 | Centered | The variation will be centered around the current value |
1 | Additive | the variation will be added to the current value |
2 | Substractive | the variation will be substracted from the current value |
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Saturation Mode
How the color saturation will be randomized:
Value | Mode | Descrition |
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0 | Centered | The variation will be centered around the current value |
1 | Additive | the variation will be added to the current value |
2 | Substractive | the variation will be substracted from the current value |
Luminance Mode
How the color luminance will be randomized:
Value | Mode | Descrition |
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0 | Centered | The variation will be centered around the current value |
1 | Additive | the variation will be added to the current value |
2 | Substractive | the variation will be substracted from the current value |
Gamma Mode
How the color gamma will be varied:
Value | Mode | Descrition |
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0 | Centered | The variation will be centered around the current value |
1 | Additive | the variation will be added to the current value |
2 | Substractive | the variation will be substracted from the current value |
Adjust Output
Color Scale
A multiplier for the color values in a texture, can be used to adjust brightness or manipulate individual color channels
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An offset for the alpha channel, useful when the alpha is used to drive a parameter
Advanced Settings
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MipBias
Bias mip selection chosen for rendering to either a higher (negative integers) or lower resolution (positive integers) selection.
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