Like The PxrTexture is the main node to load in textures and like all texture style nodes, this node takes a manifold which that describes either a 2D or 3D domain to apply a the texture to.
If The default behavior if no manifold is attached, the default behavior is to apply over the s,t domain defined on the geometry.
Provides access to texture files. Texture atlas format files can be read in UDIM (Mari) format, ZBrush, or mudbox formatMudbox formats. This plugin also supports Rtx procedural texture plugins.
...
If you specify an atlas style, the filename must contain _MAPID_ <UDIM> which will be substituted automatically according to the surface parameterization and atlasStyle.
A Mari UDIM example for the first UV tile would be Diffuse1001Diffuse.1001.tex where "1001" replaces _MAPID_ <UDIM> in the texture filename.
Value | Filename | Application Style |
---|
Example (Diffuse_MAPID_.tex) | 0 | None | 1 | | Use in path | Alternative |
---|
0 | Diffuse.1001.tex |
1001, 1002, etc.2 | UV Tile Base-1 (Mudbox) | Diffuse.<U>_ |
u1_v1, u1_v2, etc.3 | UV Tile Base-0 (Zbrush) | Diffuse.<u>_ |
u0_v0
So,
Diffuse_u0_v1.tex, etc.for example.
If your textures use the Mari UDIM style and the filename is: Diffuse.1001.tex, you need to use Diffuse.<UDIM>.tex for the textures to load into their correct UDIMs.
Note : <UDIM> can be in either UPPER or lowercase <udim>
Note |
---|
Users should avoid negative texture coordinates for all atlas texture workflows |
...
A multiplier for the color values in a texture , can be used to adjust brightness or manipulate individual color channels
...
MipBias
Bias mip selection is chosen for rendering to either a higher (negative integers) or lower resolution (positive integers) selection.
...