Working With TexturesΒΆ

The texture workflow

Guerilla Render doesn't use directly the texture file you provide, but a texture proxy file (.tex) which is tiled and mipmapped. For convenience, you can provide Guerilla with a bitmap file, and Guerilla will automatically convert the file into a proxy.

The original texture can be in one of the following formats: TIFF, EXR, PNG, TGA, PSD, JPEG, RAW, IFF.

An original texture named 'grid.png', used with a triangle filter and a cc clamping mode (clamp U, clamp V) will be stored in the proxy file .guerilla/grid.png_triangle_cc.tex next to the original texture.

The texture proxy contains the original texture and all its mipmaps tiled in 256x256 pixels. The texture size is the same than the original (no resampling to a power of two size is performed). The texture channels and the channel depth are the same than the original texture. If the depth is 8 bits or float, the texture proxy is a TIFF file. If the depth is half, the texture proxy is an EXR file. Both file format are lossless compressed.

The path to the texture proxy can be redefined using the AutoBuildTexturePath variable in the configuration file. See also TD Guide/Technical Notes/Configuration for a complete description of this feature. In a production environment, it may not be advisable to let Guerilla automatically build and upate texture proxies. The AutoBuildTextures and RenderAutoBuildTextures configuration variables allow you to control the texture workflow in Guerilla. See also TD Guide/Technical Notes/Configuration for a complete description of these variables. Working with proxies

If you prefer, you can directly provide texture proxies (.tex files) to Guerilla Render to centralize the build process. Those textures must be built using our render application.

The textures are built using the 'render' application, see also TD Guide/Technical Notes/Command Line Help for a complete documentation on the command line arguments.

Using UDim

The default texture node is able to use the UDim textures. The udim textures are named 1001, 1002, 1003.. on the first row, then 1011, 1012, 1013 on the second row etc..

To use UDim textures with a texture node :

  1. Put in your texture path a '%d' pattern in place of the UDim number (1001, 1002, 1003 etc..)
  2. Make sure the texture mode is UDim
If you have another way to number your texture tiles, take a look to the Texture node SL code, you can easily modify it to your production needs. Using Ptex

The default texture node is able to use the Ptex textures. Guerilla Render directly uses the ptex file. No texture proxy will be done.

  1. Use your ptx file in the Texture node.
  2. The geometry must have the 'Geometry > Enable Ptex' attribute.
  3. The geometry using the Ptex texture may require one or more subdivision step if it contains non-quad polygones. To do that, set the 'Geometry > Raytracing > Subdivision Level' attribute to one.