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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.
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This input is only compatible with nodes providing a "resultMulti" output, like PxrRoundCube or , PxrTileManifold, PxrRandomTextureManifold. |
Textures
Filename (0 to 9)
The filename of the texture. You should have at least one texture in slot 0.
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RIB | string filename0 | Default | "" |
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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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RIB | int firstChannel | Default | 0 |
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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.
Filter
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 |
4 | Mitchell |
5 | Catmullrom |
6 | Gaussian |
7 | Lagrangian |
Blur
Specifies how much to blur the image retrieved from the texture file.
Mip Interpolate
Selects whether to interpolate between adjacent resolutions in the multi-resolution texture, resulting in smoother transitions between levels.
Missing Color
If there is an error opening the texture, use this color.
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RIB | color missingColor | Default | [1.0 0.0 1.0] |
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Missing Alpha
If there is an error opening the texture, use this alpha.
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RIB | float missingAlpha | Default | 1.0 |
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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.
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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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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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:
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RIB | float randomSeed | Default | 0.0 |
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Hue
Limit random hue shift. Ranges from 0 (no variation) to 1 (full variation).
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RIB | float randomHue | Default | 0.0 |
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Saturation
Limit random saturation scale. Ranges from 0 (no variation) to 1 (full variation).
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RIB | float randomSaturation | Default | 0.0 |
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Luminance
Limit random luminance scale. Ranges from 0 (no variation) to 1 (full variation).
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RIB | float randomLuminance | Default | 0.0 |
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Gamma
Limit random gamma variation. Ranges from 0 (no variation) to 1 (full variation).
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RIB | float randomGamma | Default | 0.0 |
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Hue Mode
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 |
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 |
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RIB | int saturationMode | Default | 0 |
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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 |
- 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:
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 |
- 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
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The R channel result**
resultG
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The G channel result**
resultB
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The B channel result**
resultA
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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.