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PxrMultiTexture was built to reference up to 10 textures, blend them in various ways and allow for various map selection methods.

Like all texture style nodes, this node takes a manifold which describes a 2D 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.

PxrMultiTexture is only compatible with PxrRoundCube and PxrTileManifold. 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.


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.

This input is only compatible with nodes providing a "resultMulti" output, like PxrRoundCube or PxrTileManifold.

 Tech Notes
RIB
struct manifoldMulti


Textures

Filename (0 to 9)

The filename of the texture. You should have at least one texture in slot 0.

 Tech Notes
RIB
string filename0
Default
""


Texture Parameters

These parameters are valid for all textures (0 to 9).

First Channel Offset

Offsets the first channel to be looked up.

 Tech Notes
RIB
int firstChannel
Default
0

Invert T

Inverts the t parameter for the texture lookup.

 Tech 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
 Tech Notes
RIB
int filter
Default
1

Blur

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

 Tech 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.

 Tech Notes
RIB
int lerp
Default
1

Missing Color

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

 Tech Notes
RIB
color missingColor
Default
[1.0 0.0 1.0]

Missing Alpha

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

 Tech 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.

 Tech 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.

Random Source

For each object to get a different variation, you need to select something unique about them to create a unique seed. You have a choice between the object's id and the object's name.
These attributes are created by the software outputting the RIB and depending on your host, one may work better than the other.

ValueSourceDepends on
0
Object id
Attribute "identifier" "float id"
1
Object Name
Attribute "identifier" "string name"
 Tech 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:

 Tech Notes
RIB
float randomSeed
Default
0.0

Hue

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

 Tech Notes
RIB
float randomHue
Default
0.0

Saturation

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

 Tech Notes
RIB
float randomSaturation
Default
0.0

Luminance

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

 Tech Notes
RIB
float randomLuminance
Default
0.0

Gamma

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

 Tech 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
 Tech 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
 Tech 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**

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**

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.