Lead Texture Artists
Renderman 22 Textures
Using textures is the bread and butter in 3D and likely you will have them in UDIM sequence when exported from Mari or Substance painter. Renderman utilizes special texture read nodes and the format needed to render is called .tex. It has further benefits over just using standard texture formats such as tif, png or exr. The benefit comes in better sampling and mip mapping that will speed up the rendering on large projects.
“I’m looking forward to the XPU version down the line”
Renderman for Maya ships with a utility program that acts like a front end for the texture convert program called txmake. In the top shelf menu you will find the icon TX and here you have options to parse the scene if you have used non .tex files or brows to a directory. In my case I export my textures from Mari to a location and point the TX utility to this location and off it goes and converts them for me.
As I mentioned I use UDIM sequences exported from Mari. Before Renderman 22 you had to edit the location for your textures in the Renderman read node and change the naming from 1001 to _MAPID_.
Filename.1001.exr to this Filename._MAPID_.exr
In the new Renderman 22 update it automatically changes the naming scheme for you so you only have to choose the Mari mudbox dropdown menu. This is something I previously requested on the Renderman forum and i’m happy it found itself into this new update as it takes away a simple but yet so frustrating step when you add new textures.
The bump node in Renderman has a field to use textures rather than an outside texture read node. In a sense it doubles as a texture read node in itself. On the Renderman documentation page it highlights that if you use the bump node it will have performance benefits to use the texture straight in the node.
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