5/10/2023 0 Comments Renderman texturesSpecial cases where the user should manually set as linear color profile in the Maya file texture are: In a (rather typical) scenario where input color textures are coming in Maya both as non linear (color data from PhotoShop) and as linear (non-color data from ZBrush/Mari/Mudbox and IBL HDRI data), 3Delight for Maya will automatically skip linearization for what is supposed to be linear In such case, 3Delight for Maya will automatically linearize all Maya File textures which inherit the global color profile settings. The automatic conversion will automatically linearize file textures according to whether input color textures are specified as non-linear in the color management settings of Maya. If any original texture is modified, it will be converted again to update the cached version. For subsequent renderings (of the same image, all the frames of an animation or even for other scenes or projects) 3Delight will re-use the prepared textures from the cache location. It is detected as already prepared in the following three situations:Īll the textures that are prepared using this automated process are cached in the location specified in 3Delight Data Locations. The automatic conversion is skipped if the file is already prepared. If an object is shaded using an Hypershade shading network that uses a texture file (any image file format via a node such as the File 2D texture node), 3Delight will automatically convert the texture to 3Delight’s efficient texture file format and then use this file for rendering. Automatic Preparation through the Hypershade shading network Refer to the -preview and -preview8 options of tdlmake command used below in this document which allows for such textures to be read in applications that cannot read tiles. These settings are defined in a $RMANTREE/etc/txmanager_ the 3Delight texture format is standard TIFF augmented with mipmaps, some applications are not able to read it properly because the data is stored in tiles and not scanlines (this is a performance feature). one or more rules to modify the base parameters when considering the file's name, the bit depth, etc.A set of base parameters for that type of node.The type of node using the texture: pattern, light, lightfilter or imageplane.The texture manager uses a set of rules to choose optimal txmake parameters based on: Texture extensions: All texture file extensions so the texture manage knows which files can be marked as already converted. Show Advanced Options: Show more advanced options in the user interface. If, for any reason, it is impossible to save in that directory, the fallback texture path will be used.Īlways Fallback: Always save converted textures in the fallback texture directory. The default is 2 but it is often beneficial to add more processes to speed up the queue.įallback Texture Path: By default, the texture manager saves the texture next to the source image. Number of processes: How many txmake processes will be launched at the same time. Starting with 22.3, RfM will stop the conversion queue and add any remaining conversion task to the LocalQueue or Tractor job to ensure you always get the expected image. When you start a Batch or a Preview render, you need all your textures to be converted first.Once done, it will send an update to the renderer and your texture will appear. During interactive renders, the texture manager will add new textures to the queue and return a temporary texture until the conversion is done.There is a disk usage and progress indicator at the bottom of the Texture Manager window.Įach file in the list also has a status icon. When you restart, it pick up where it left. When the queue is stopped, the running txmake processes are immediately killed but existing textures are intact. The conversion queue can be stopped and restarted by clicking on the icon on the right of the progress bar. Stop / Start the conversion queueīy default, the conversion queue is always running, but sometimes you may want to stop the conversion process. Pick Image and Pick Directory allow you to pre-convert images without having to know how to use txmake. Just press Parse Scene whenever you want new textures to be converted. The conversion settings will be based on a set of rules defined in a json file (see below). When you open a new scene, the Texture Manager will find all images used as textures and add them to a queue to convert them. It handles single images as well as texture atlases (UDIM, Mudbox, ZBrush). The Texture Manager has one simple role: convert images to RenderMan's texture format, using txmake.
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