PxrTexture

PxrTexture

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 beahavior if no mainfold 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 either UDIM (Mari) format or mudbox format. This plugin also supports Rtx procedural texture plugins.

Input Parameters

Filename

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

RIB: string filename
Default: ""

First Channel Offset

Offsets the first channel to be looked up.

RIB: int firstChannel
Default: 0

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:

  • 0: None
  • 1: MARI
  • 2: Mudbox
RIB: int atlasStyle
Default: 0

Invert T

Inverts the t parameter for the texture lookup.

RIB: int invertT
Default: 1

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
  • 4: Mitchell
  • 5: Catmullrom
  • 6: Gaussian
  • 7: Lagrangian
RIB: int filter
Default: 1

Blur

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

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.

RIB: int lerp
Default: 1

Missing Color

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

RIB: color missingColor
Default: 1.0 0.0 1.0

Missing Alpha

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

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.

RIB: int linearize
Default: 0

Manifold

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

RIB: struct manifold

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.