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.
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.
The filename of the texture. This parameter must be supplied.
To use an image sequence, Typically, you'll use string substitutions to construct texture map references by embedding the frame number in your favorite representation. Here's an example:
(For Maya) $PROJPATH/sourceimages/flapping.<f4>.tex (For Katana) '/images/flapping.%04d.tex' % frame (For Houdini) use $F $F3 in the file name or Houdini expressions,`padzero(3, $F)` |
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. |
Offsets the first channel to be looked up.
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.
Value | Application Style | Example (Diffuse_MAPID_.tex) |
---|---|---|
0 | None | |
1 | UDIM (Mari) | Diffuse1001.tex, Diffuse1002.tex, etc. |
2 | UV Tile Base-1 (Mudbox) | Diffuse_u1_v1.tex, Diffuse_u1_v2.tex, etc. |
3 | UV Tile Base-0 (Zbrush) | Diffuse_u0_v0.tex, Diffuse_u0_v1.tex, etc. |
Users should avoid negative texture coordinates for all atlas texture workflows |
Inverts the t parameter for the texture lookup.
Selects different reconstruction filters that can be used during texture lookup. The filters available for PxrTexture are:
Specifies how much to blur the image retrieved from the texture file.
Selects whether to interpolate between adjacent resolutions in the multi-resolution texture, resulting in smoother transitions between levels.
If there is an error opening the texture, use this color.
.0 0.0 1.0
If there is an error opening the texture, use this alpha.
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.
Provides the domain over which to apply the texture. Defaults to s,t.
A multiplier for the color values in a texture, can be used to adjust brightness or manipulate individual color channels
Apply an offset to the result, shifting the colors of the result
Increase (greater than one) or decrease (less than one) the saturation of the texture result
A multiplier for the alpha channel, useful when the alpha is used to drive a parameter
An offset for the alpha channel, useful when the alpha is used to drive a parameter
Bias mip selection chosen for rendering to either a higher (negative integers) or lower resolution (positive integers) selection.
Clamp mip selection to a preferred maximum level. This may prevent the highest resolutions from being rendered depending on your selection.
Sets texture filter to Box (inexpensive) on indirect hits instead of the selected filter used for other visible effects.
The filtered color result. Note that all results are looked up starting at the startChannel offset.
The R channel result
The G channel result
The B channel result
If alpha is present and resultRGB is connected it returns the channel after RGB. If RGB is not connected it returns the first channel.