Page tree

Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

Warning

PxrMultiTexture is only compatible with PxrRoundCube, PxrTileManifold, PxrRandomTextureManifold, and PxrRandomTextureManifold PxrHexTileManifold. Other manifolds are NOT usable with this pattern.

...

Warning

This input is only compatible with nodes providing a "resultMulti" output, like PxrRoundCube, PxrTileManifold, PxrRandomTextureManifold, and PxrHexTileManifold.

 


Textures

Filename (0 to 9)

...

Selects different reconstruction filters that can be used during texture lookups. The filters available for PxrTexture are:

ValueFilter
0Nearest
1Box
2Bilinear
3Bspline
6Gaussian
7Lagrangian

...


Blur

Specifies how much to blur the image retrieved from the texture file.

...

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.

ValueSourceDepends on
0
Object id
Attribute "identifier" "float id"
1
Object Name
Attribute "identifier" "string name"

...


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:

...

How the color hue will be randomized:

ValueModeDescrition
0CenteredThe variation will be centered around the current value
1Additivethe variation will be added to the current value
2Substractivethe variation will be substracted from the current value

...


Saturation Mode

How the color saturation will be randomized:

ValueModeDescrition
0CenteredThe variation will be centered around the current value
1Additivethe variation will be added to the current value
2Substractivethe variation will be substracted from the current value

 


Luminance Mode

How the color luminance will be randomized:

ValueModeDescrition
0CenteredThe variation will be centered around the current value
1Additivethe variation will be added to the current value
2Substractivethe variation will be substracted from the current value

 


Gamma Mode

How the color gamma will be varied:

ValueModeDescrition
0CenteredThe variation will be centered around the current value
1Additivethe variation will be added to the current value
2Substractivethe 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

...

An offset for the alpha channel, useful when the alpha is used to drive a parameter


Advanced Settings

...


MipBias

Bias mip selection chosen for rendering to either a higher (negative integers) or lower resolution (positive integers) selection.

...