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Warning

PxrMultiTexture is only compatible with PxrRoundCube, PxrTileManifold and PxrTileManifold 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 procedural texture plugins, though.


Input Parameters

Multi Manifold

Provides the domain over which to apply the textures, through either PxrRoundCube or PxrTileManifold. 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.

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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.

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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.

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titleTech Notes
RIB
int firstChannel
Default
0

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.

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titleTech Notes
RIB
int invertT
Default
1

Filter

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

ValueFilter
0Nearest
1Box
2Bilinear
3Bspline
4Mitchell
5Catmullrom
6Gaussian
7Lagrangian
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titleTech Notes
RIB
int filter
Default
1

 

Blur

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

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titleTech Notes
RIB
float blur
Default
0.0

Mip Interpolate

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

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RIB
int lerp
Default
1

Missing Color

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

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titleTech Notes
RIB
color missingColor
Default
[1.0 0.0 1.0]

Missing Alpha

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

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titleTech Notes
RIB
float missingAlpha
Default
1.0

Linearize

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

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titleTech Notes
RIB
int linearize
Default
0


Randomize

Manifold patterns 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.

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ValueSourceDepends on
0
Object id
Attribute "identifier" "float id"
1
Object Name
Attribute "identifier" "string name"
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titleTech Notes
RIB
int randomSource
Default
0

 

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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titleTech Notes
RIB
float randomSeed
Default
0.0

Hue

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

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titleTech Notes
RIB
float randomHue
Default
0.0

Saturation

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

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titleTech Notes
RIB
float randomSaturation
Default
0.0

Luminance

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

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titleTech Notes
RIB
float randomLuminance
Default
0.0

Gamma

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

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titleTech Notes
RIB
float randomGamma
Default
0.0

Hue Mode

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
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titleTech Notes
RIB
int hueMode
Default
0

 

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
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titleTech Notes
RIB
int saturationMode
Default
0

 

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

- 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.

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

**Gamma Mode** 

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

- 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.

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

Output Parameters
=================**resultRGB** 

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.