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The Textures group of controls lets you specify how to handle texture files in C4DtoAArnold.
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Auto-convert Textures to TX
Automatically generates tiled and mipmapped TX textures. When the original textures are modified, the TX textures are automatically regenerated. Textures are converted from the image color space to the render color space. Each 8bit texture converted to the render color space is converted to 16bit float data type to avoid quantization errors in the dark tones.
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Tx Generation
Tx is a tiled and mipmapped texture format, which will dramatically improve time to the first pixel, overall render time and memory usage. Therefore converting textures to Tx files is highly recommended.
You can choose your preferred workflow of generating Tx textures:
- use preferences: Use the settings from the global Preferences.
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- none: No Tx files are generated, the original textures are used. Note that this mode is recommended is special cases only because it can hurt performance.
- manual: Use the Tx Manager to generate Tx files manually when needed (e.g.original texture has been modified, color space has been changed, etc.). Existing Tx files are used in the render instead of the original images.
- auto: Textures are automatically converted to Tx files before rendering the scene. Textures are converted from the image color space to the render color space. Each 8-bit texture is converted to 16-bit float data type images to avoid quantization errors in dark tones.
This are the options passed to the maketx tool:
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-u --unpremult --oiio (--colorconvert [image_space] [render_space] --colorconfig [config]) (--format exr -d half --compression dwaa) |
Use Existing TX Textures
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Textures - settings
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