This tutorial uses a simple scene of a wooden floor to illustrate the benefits of using maketx to preprocess your textures. The tutorial is split up into the following pages:
- Part 1 - Set Up The Scene
- Part 2 - Render & Conversion
To get the best from Arnold, it is strongly recommended that you convert images to tiled, MIP-mapped textures. High-resolution unmipped texture maps are very inefficient to render because the highest resolution level must be loaded into memory regardless of the distance rather than a lower resolution level. Likewise, untiled texture maps are also very inefficient because they must be loaded entirely into memory as soon as the renderer needs to access a single texel. By the end of this tutorial, you will be able to reduce the render time by less than half.
|FORMAT||AUTO-MIPMAP||RENDER TIME||FILE I/O||PEAK CACHE MEMORY|
|JPG||On||43s||4m 10.4s||394.9 MB|
|JPG||Off||36s||1m 47.1s||173.5 MB|
A quicker way to convert textures to .tx is to use the TX Manager.