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Like all texture style nodes, this node takes a manifold which describes
either a describes a 2D domain to apply a the texture to. The default behavior
if , if no manifold is attached, is to apply over the s,t domain defined on the
geometrythe geometry.WARNING:

Warning

PxrMultiTexture is only compatible with PxrRoundCube, PxrTileManifold and

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PxrRandomTextureManifold. Other manifolds are NOT usable with this pattern.

PxrMultiTexture doesn't support Texture atlas format files: it makes no sense for its usage. This plugin does support `Rtx <includedRtxPlugins.html>`_ RTX procedural texture plugins, though.


Input Parameters

Multi Manifold

Provides the domain over which to apply the textures, through either PxrRoundCube or PxrTileManifold. Defaults If not connected, it will defaults to s,t.

Warning

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

Expand
titleTech Notes
RIB
struct manifoldMulti

 

Textures

Filename (0 to 9)

The filename of the texture. You should have at least one texture in slot 0.

Expand
titleTech Notes
RIB
string filename0
Default
""


Texture Parameters

These parameters are valid for all textures (0 to 9).

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Offsets the first channel to be looked up.

| *RIB*: ``int firstChannel``
| *Default*: 0

**Invert T**Usually, you want to start with channel 0 (RGB of RGBA texture), but if you are using a multi-channel openexr texture, you may need to point to the correct channel.

Let's say we have a texture containing 9 channels organised in 3 RGB groups (diff.r, diff,g, diff.b, spec.r, spec.g, spec.b, ior.r, ior.g, ior.b). If you want to read the "spec" RGB channels, you will have to set firstChannel to 3.

Invert T

Inverts the t parameter for the texture lookup.

| *RIB*: ``int invertT``
| *Default*: 1

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Filter

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Selects different reconstruction filters that can be used during texture
lookuptexture lookups. The filters available for PxrTexture are:- 0:

ValueFilter
0Nearest

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1

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Box

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2

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Bilinear

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3

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Bspline

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4

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Mitchell

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5

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Catmullrom

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6

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Gaussian

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7

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Lagrangian

| *RIB*: ``int filter``
| *Default*: 1

**Blur** 

Blur

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

| *RIB*: ``float blur``
| *Default*: 0.0

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Mip Interpolate

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Selects whether to interpolate between adjacent resolutions in the
multithe multi-resolution texture, resulting in smoother transitions between
levelsbetween levels.

| *RIB*: ``int lerp``
| *Default*: 1

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Missing Color

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If there is an error opening the texture, use this color.

| *RIB*: ``color missingColor``
| *Default*: |1.0,0.0,1.0|

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Missing Alpha

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If there is an error opening the texture, use this alpha.

| *RIB*: ``float missingAlpha``
| *Default*: 1.0

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Linearize

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Apply the reverse sRGB transform your texture. If you are painting
textures painting textures in sRGB space (default for most paint packages) but viewing your
data your data in data linear space, your textures will look washed out. This will
apply will apply the sRGB transform to your texture, which should make it appear
visually appear visually linear again.

| *RIB*: ``int linearize``
| *Default*: 0


Randomize

=========Manifold patterns outputing an outputting a multi manifold encode which texture should be used using a 2D coordinate system. PxrMultiTexture can use those coordinates to compute a random seed to drive local variations.**

Random Source

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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 outputing outputting the RIB and depending on your host, one may work better than the other.- 0:

ValueSourceDepends on
0
Object id

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Attribute "identifier" "float id"

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1

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Object Name

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Attribute "identifier" "string name"

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| *RIB*: ``int randomSource``
| *Default*: 0

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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:

| *RIB*: ``float randomSeed``
| *Default*: 0.0

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Hue

...

Limit random hue shift. Ranges from 0 (no variation) to 1 (full
variationfull variation).

| *RIB*: ``float randomHue``
| *Default*: 0.0

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Saturation

...

Limit random saturation scale. Ranges from 0 (no variation) to 1 (full
variationfull variation).

| *RIB*: ``float randomSaturation``
| *Default*: 0.0

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Luminance

...

Limit random luminance scale. Ranges from 0 (no variation) to 1 (full
variationfull variation).

| *RIB*: ``float randomLuminance``
| *Default*: 0.0

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Gamma

...

Limit random gamma variation. Ranges from 0 (no variation) to 1 (full
variationfull variation).

| *RIB*: ``float randomGamma``
| *Default*: 0.0

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Hue Mode

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How the color hue will be variedrandomized:- 0: Centered -- the

ValueModeDescrition
0CenteredThe variation will be centered around the current value

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1

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Additive

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the variation will be added to the current value

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2

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Substractive

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the variation will be substracted from the current value

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| *RIB*: ``int hueMode``
| *Default*: 0

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Saturation Mode

How the color saturation will be variedrandomized:- 0: Centered -- the

ValueModeDescrition
0CenteredThe variation will be centered around the current value

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1

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Additive

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the variation will be added to the current value

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2

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Substractive

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the variation will be substracted from the current value

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| *RIB*: ``int saturationMode``
| *Default*: 0

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Luminance Mode

How the color luminance will be variedrandomized:- 0: Centered -- the

ValueModeDescrition
0CenteredThe variation will be centered around the current value

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1

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Additive

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the variation will be added to the current value

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2

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Substractive

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the variation will be substracted from the current value

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| *RIB*: ``int luminanceMode``
| *Default*: 0

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Gamma Mode

How the color gamma will be varied:- 0: Centered -- the

ValueModeDescrition
0CenteredThe variation will be centered around the current value

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1

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Additive

...

the variation will be added to the current value

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2

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Substractive

...

the variation will be substracted from the current value

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| *RIB*: ``int gammaMode``
| *Default*: 0

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MipBias

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

 
MaxResolution

Clamp mip selection to a preferred maximum level. This may prevent the highest resolutions from being rendered depending on your selection.

 
OptimizeIndirect

Sets texture filter to Box (inexpensive) on indirect hits instead of the selected filter used for other visible effects.


Output Parameters

resultRGB

The filtered color result. Note that all results are looked up starting
at the *startChannel* offset.**

resultR

...

The R channel result**

resultG

...

The G channel result**

resultB

...

The B channel result**

resultA

...

If alpha is present and resultRGB is connected it returns the channel
after RGB. If RGB is not connected it returns the first channel.

**resultA**

If alpha is present and resultRGB is connected it returns the channel
after RGB. If RGB is not connected it returns the first channel.