tdlmake preprocesses TIFF, PNG, JPEG, GIF, IFF(6), SGI, PIC(7), PSD(8), TGA(9), "bake," Radiance and OpenEXR files and convert them into an efficient texture format suitable to 3Delight for rendering. It can also convert a zfile into a shadow map. Optimizing textures using
tdlmake is important for these reasons:
tdlmakecreates a mipmapped version of the original texture, allowing 3Delight to produce nicer images more efficiently.
- 3Delight employs a caching mechanism for texture data which works well with tiled images. Using raw (striped) non-converted TIFFs may degrade overall performance.
The optimized texture is saved into a regular TIFF file format that can be viewed with any image viewer. For clarity, we recommend using a .tdl extension for 3Delight texture files.
Command Line Options
tdlmake is invoked by specifying at least two file names and an optional set of command-line switches:
% tdlmake [options] input.tif [input2.tif ... input6.tif] output.tif
Texture Wrapping Modes
Output Data Type
Working With Large Textures
tdlmake has been designed to work with any textures, including very large production-grade textures. One exception is compressed TIFFs that have a large "rows per strip" value. Here is an example output of
tiffinfo on a large texture file that can cause problems for
There is only one strip, made of 21600 (total image height) rows. This means that accessing any scanline in this TIFF forces the TIFF reading library to uncompress the entire file(12). In order to lower memory usage for such large files, it is suggested that a lower "rows per strip" count be used. Typically, 16 or 32 scanlines is a good choice.
tdlmake prints a warning if it encounters a file that has the aforementioned problem:
Here are some examples using
tdlmake on the command line:
To create a texture named
grid.tdl from a TIFF named
grid.tif using a gaussian downsampling filter of width 4:
To create a cubic environment map in which all cube sides were rendered using 90 degrees field of view:
or (won't work in a DOS shell):
To create a texture using the high quality downsampling mode and show progress while doing so:
To create a shadow map from a zfile (The zfile display driver):