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The Textures group of controls lets you specify how to handle texture files in C4DtoA.

 

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.

The maketx options used are the following:

-u --unpremult --oiio (--colorconvert [image_space] [render_space] --colorconfig [config]) (--format exr -d half --compression dwaa)

Use Existing TX Textures

Allows you to use texture formats like .exr or .jpg in CINEMA 4D, but .tx textures for rendering. When 'Use Existing .tx Textures' is enabled, C4DtoA checks for .tx versions of the textures referenced in the scene and exports them to Arnold. For example, if a file node references a .jpg, then C4DtoA will check for a .tx version of that file. If C4DtoA finds a .tx version, C4DtoA exports the .tx file name to Arnold instead of the .jpg.

Textures - settings

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. When this flag is disabled, any attempt at loading an unmipped file will produce an error and abort the renderer.

Textures - settings

If a texture map file is not natively mipmapped (e.g. a JPEG file), enabling this option will trigger the generation of a mipmap on demand. The output will be stored in memory and put in the global texture cache. This mipmap generation increases render time, especially for scenes with many high-resolution textures. To avoid this performance slowdown, it is recommended to use texture file formats that natively support mipmapping (such as TIFF and EXR), where the mipmaps are preprocessed before the render and stored in the file. This preprocessing can be done with the maketx utility.

Disabling 'options.texture_automip' will result in unfiltered non-mipmapped textures.

Textures - settings

If a texture map file is not natively mip-mapped, the render will give an error unless this option is checked.

Textures - settings

If a texture map file is stored in scanline mode (e.g. a JPEG file), enabling this option will trigger the generation of tiles on demand. The output will be stored in memory and put in the global texture cache. This process increases render time, especially for scenes with many high-resolution textures. To avoid this performance slowdown, it is recommended to use texture file formats that natively support tile mode (such as TIFF and EXR). You can create tile textures with the maketx utility.

Textures - settings

This is the size of the tiles when using auto-tiling. Bigger values mean less frequent texture loads but use more memory. 

Textures - settings

The maximum amount of memory to be used for texture caching.

Textures - settings

The maximum number of files that the texture system keeps open at any given time to avoid excessive closing and re-opening of files when caching individual texture tiles. Increasing this number may result in slightly better texture caching performance. On the other hand, if this value is higher than the maximum number of concurrently open files supported by the operating system (e.g. Linux vs Windows), some texture lookups may fail and return red. This is set by default to 0, which means that the maximum number of texture files that can be simultaneously opened is automatically computed by Arnold using a heuristic that tries to guess what the optimal number would be for each particular machine. We expect that the majority of users will be able to leave this at 0 and get the best performance.

 

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