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Like all texture style nodes, this node takes a manifold which describes either a 2D or 3D domain to apply a the texture to. The default behavior if no manifold is attached, is to apply over the s,t domain defined on the geometry, typically called your "UV Layout".

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If you specify an atlas style, the filename must contain _MAPID_ which will be substituted automatically according to the surface parameterization and atlasStyle. A Mari UDIM example for the first UV tile would be Diffuse1001.tex where "1001" replaces _MAPID_ in the texture filename.

ValueApplication StyleExample (Diffuse_MAPID_.tex)
0None
 

1UDIM (Mari)Diffuse1001.tex, Diffuse1002.tex, etc.
2UV Tile Base-1 (Mudbox)Diffuse_u1_v1.tex, Diffuse_u1_v2.tex, etc.
3UV Tile Base-0 (Zbrush)Diffuse_u0_v0.tex, Diffuse_u0_v1.tex, etc.

Missing Mask

This is the value or pattern input to use when one of the above connections/parameters cannot be read or used. This is a useful fallback.

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Note

It's best to avoid special characters, diacritics, and spaces in your file path as these may not be resolved correctly and result in the texture failing to render.

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First Channel Offset

Offsets the first color channel to be looked up.

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If you specify an atlas style, the filename must contain _MAPID_ which will be substituted automatically according to the surface parameterization and atlasStyle. A Mari UDIM example for the first UV tile would be Diffuse1001.tex where "1001" replaces _MAPID_ in the texture filename.

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ValueApplication StyleExample (Diffuse_MAPID_.tex)
0None
 

1UDIM (Mari)Diffuse1001.tex, Diffuse1002.tex, etc.
2UV Tile Base-1 (Mudbox)Diffuse_u1_v1.tex, Diffuse_u1_v2.tex, etc.
3UV Tile Base-0 (Zbrush)Diffuse_u0_v0.tex, Diffuse_u0_v1.tex, etc.
Note

Users should avoid negative texture coordinates for all atlas texture workflows


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

Advanced Settings

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.

Color Correct

Linearize

Apply the reverse sRGB to 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.

Adjust Output

Color

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Tint

A multiplier for the color values in a texture , can be used to adjust brightness or manipulate individual color channels

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Apply an offset to the result, shifting the colors of the result

Saturation

Increase (greater than one) or decrease (less than one) the saturation of the texture result

Alpha Scale

A multiplier for the alpha channel, useful when the alpha is used to drive a parameter

Alpha Offset

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.

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

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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.