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Provides access to texture files. Texture atlas format files can be read in UDIM (Mari) format, ZBrush, or mudbox format. This plugin also supports Rtx procedural texture plugins.

 


Input Parameters

Filename

The filename of the texture. This parameter must be supplied.

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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.

 

Color Space

Texture Manager's color space for the texture above

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Opens the TxMake window and displays settings


First Channel Offset

Offsets the first channel to be looked up.

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Atlas Style

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.
Note

Users should avoid negative texture coordinates for all atlas texture workflows

 


Invert T

Inverts the t parameter for the texture lookup.

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Filter

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

  • 0: Nearest
  • 1: Box
  • 2: Bilinear
  • 3: Bspline
  • 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.

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Missing Color

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

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

 


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.

 


Manifold

Provides the domain over which to apply the texture. Defaults to s,t.

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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.