The Tx Manager can be used to automate the process of converting texture files and image files to .tx file format directly within C4DtoA. It enables conversion of textures from within the current scene or all of the textures within a folder (and its subfolders). You can also specify to convert specific textures. 

More information about the use of Tx can be found on the maketx page. 

The Tx Manager can be accessed from the menu - Plugins> C4DtoA> Tx Manager

Generated Tx textures will be used when the Tx Generation mode is set to manual under Textures in the C4DtoA render settings window.

All Assets

An alternative feature of the window is to show missing files and allow to replace or relink them. In 'All Assets' mode the dialog lists all Arnold related assets, not just textures (e.g. ASS files of procedurals, Open VDB files of volumes, etc.). Non-texture assets are marked with a [a] symbol in the table. Missing files are highlighted with red color.


This mode shows the file textures that exist within the current Cinema 4D scene (defined by image or Bitmap shaders). Missing textures are highlighted with red color. Textures with missing or invalid Tx files are highlighted with yellow color.

Symbols before the texture names indicate the following:

  • (tx) means that the original texture and the generated Tx texture are both available.
  • (!tx) means that the original texture and the generated Tx texture are both available, but the Tx texture needs to be updated (e.g. the original image was modified, the color space was changed, etc.).
  • [tx] means that only Tx texture is available (without the original unprocessed image file).
  • A blank space before the file path means that no Tx texture is available, only the original unprocessed image file exists.
  • ~~ means that the texture is missing or the path is incorrect.

Asset column displays the path or file name defined in the shader node or object. Double click on the path opens a file browser to replace it with the selected file.

Node column displays name of the object, material or shader node which defines the texture. If the shader is within an Arnold Shader Network material then [material name] | [shader name] is displayed. Double click on the name selects the node to make it available to edit in the Attribute Manager.

Color Space column displays the color space of the texture (defined in the image shader). Double click on the color space to change it.

Mudbox tile textures are not supported and will not be listed as scene textures.


Clicking on the button displays a popup menu with the following options:

  • All: Select all available assets.
  • Missing: Select all missing assets (~~ and [~a]).
  • None: Removes the selection.
  • Untiled and Out-of-Date Textures: Select all textures where Tx files need to be generated: untiled ([tx]) or out-of-date textures ((!tx)).
  • Untiled Textures: Select all textures which have no Tx files generated ([tx]).
  • Out-of-Date Textures: Select all textures which have Tx files generated but the file needs to be updated ((!tx)).

Allows you to replace all selected textures by images found in a select a folder and its subfolders. This feature is the same as in the native Texture Manager's Relink function.


Allows you to execute path related operations, such as:

  • Switch to Tx: Change the file extension to .tx in case the Tx file exists and located next to the original image.
  • Switch to original (non-Tx): Change the Tx file to the non-Tx original image in case the file exists and located next to the Tx file.
  • Switch to relative: Change the path to relative in case the file is on the texture search path (e.g. under the tex folder).
  • Switch to absolute: Change the path to absolute if possible (e.g. the file is on the texture search path and exists).

The frames text field under the asset/texture list allows you to select specific frames of image sequences to convert. Frame numbers are separated by semicolons, ranges can be defined by a dash. For example: 12;6;15-17;2


Replaces the given token in the selected textures. You can select which path of the file path should be replaced:

  • Full Path: replaces the token in the full path, directory, and file name.
  • Directory: token will be replaced only in the directory but not in the file name.
  • Filename: token will be replaced only in the file name but not in the directory.

Preview of the new file paths are displayed in the New File Path column of the texture list.

This feature is the same as in the native Texture Manager.

Textures from Folder

Lists textures from the selected folder. This option allows you to batch convert textures collected on your drive. Note that these textures may not be related to the active scene, therefore all scene related features (e.g. Relink, Replace path, etc.) are disabled.

Search in subfolders

When enabled textures from subfolders are listed as well.

Create Tx


Starts the conversion of selected textures to Tx file format. 

The following options are available when clicking on the popup button:

  • All: Convert all textures to Tx. If the -u maketx option is specified, then textures with up to-date Tx files won't be re-generated.
  • Untiled: Generate missing Tx files ([tx]).
  • Out-of-Date: Re-generate outdated Tx files ((!tx)).
  • Selected: Convert selected textures.

Maketx Options

Enables you to define custom parameters to the maketx tool which is used to convert textures. The default parameter uses the flags -u (update image) and --oiio (OpenImageIO).

 Available maketx options

--helpPrint help message
-vVerbose status messages
-o %sOutput filename
--threads %dNumber of threads (default: #cores)
-uUpdate mode
--format %sSpecify output file format (default: guess from extension)
--nchannels %dSpecify the number of output image channels.
-d %sSet the output data format to one of: uint8, sint8, uint16, sint16, half, float
--tile %d %dSpecify tile size
--separateUse planarconfig separate (default: contiguous)
--fov %fField of view for envcube/shadcube/twofish
--fovcot %fOverride the frame aspect ratio. Default is width/height.
--wrap %sSpecify wrap mode (black, clamp, periodic, mirror)
--swrap %sSpecifiy s wrap mode separately
--twrap %sSpecifiy t wrap mode separately
--resizeResize textures to power of 2 (default: no)
--noresizeDo not resize textures to power of 2 (deprecated)
--filter %sSelect filter for resizing (choices: box triangle gaussian catrom blackman-harris sinc lanczos3 radial-lanczos3 mitchell bspline, disk, default=box)

Do not make multiple MIP-map levels 

--checknanCheck for NaN/Inf values (abort if found).
--Mcamera %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %fSet the camera matrix
--Mscreen %f %f %f %f %f %f %f %f %f %f %f %f %f %f %f %fSet the camera matrix
--hashEmbed SHA-1 hash of pixels in the header (deprecated. hashes are always computed).
--prman-metadataAdd prman specific metadata
--constant-color-detectCreate 1-tile textures from constant color inputs
--monochrome-detectCreate 1-channel textures from monochrome inputs
--opaque-detectDrop alpha channel that is always 1.0
--statsPrint runtime statistics
--mipimage %sSpecify an individual MIP level
Basic modes (default is plain texture) 
--shadowCreate shadow map
--envlatlCreate lat/long environment map
--envcubeCreate cubic env map (file order: px, nx, py, ny, pz, nz) (UNIMP)
Color Management Options 
--colorconvert %s %s
Apply a color space conversion to the image. If the output color space is not the same bit depth as input color space, it is your responsibility to set the data format to the proper bit depth using the -d option. (choices: linear, sRGB, Rec709)
Unpremultiply before color conversion, then premultiply after the color conversion. You'll probably want to use this flag if your image contains an alpha channel.
Configuration Presets 
--oiioUse OIIO-optimized settings for tile size, planarconfig, metadata, and constant-color optimizations.
--prmanUse PRMan-safe settings for tile size, planarconfig, and metadata.

Default options (auto Tx)

Converts textures from the input color space defined in the image shader to the render color space defined in the render settings. Also converts 8bit images to 16bit float images. These are the options used by auto tx generation.

Replace texture with Tx

This option is available when using scene textures. When enabled texture path in the shader (Bitmap or image) is replaced with the generated .tx path.

Delete Tx

Deletes Tx texture files of the selected textures. Path is restored to the original image if it exists.

Tx Manager supports the same file formats that maketx does:

PSD (flattened)
Softimage PIC
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