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jdent02 edited this page Jan 31, 2016 · 5 revisions

#Textures

Textures in CG rendering are often used to provide color to objects or guide the results of certain effects (i.e. displacement). PRMan has robust support for several different texture formats and mapping options. While many of these work similar to Cycles' methods, there are a few differences worth mentioning.

  • All PRMan textures end up being in a power of two format (256x256, 512x512, 1024x1024, etc....). This means any texture brought into a scene that is not already in this format must be converted before rendering. The txmake utility is used to do this resizing and the user is able to set several of its options from within the texture read node.
  • If you have an image UV mapped within Blender, the best way to maintain the proper mapping is to use the up 0-1 or down 0-1 resize option in the texture read node. Other options may distort the image mapping.
  • If you have a texture file that has been pre-converted by txmake you can use the resulting file directly in Blender. This will save time at export as Blender will not have to do any conversion on the file. This is really helpful when you have a large image such as an HDRI.

#How to add a texture to a material#

  • Add in a BXDF to a material slot.
  • Add in a PxrTexture node.
  • If you don't connect anything to the 'manifold' input of the texture node, the node will use the UV coordinates of the mesh for the texture placement. If you want the texture to be applied with spherical or camera mapping, add in a PxrProjector node and connect it's output to the manifold input of the PxrTexture node.