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Texture Optimization

3Delight automatically optimize textures for rendering. The optimisation process consist of creating a mipmap version of images that can be used efficiently as a texture during rendering. This process is important as non-optimized textures (without mipmap) can slowdown rendering significantly. These optimized textures are

Automatic Optimization

When 3Delight encounters a texture that is not optimized during rendering it will attempt to optimize it automatically.  These optimized textures will be stored at the location specified in the 3delight.config configuration file.

The texture optimization processes takes care of using the proper color space assigned to the texture. Color space assignment depends on the source of the texture:

Source
Maya

Renders started directly from Maya, or from NSI files generated by Maya will use the Color Space that is used in the File shading node of the source texture.

KatanaFloating point textures (including 16 bit halfs ) are considered as linear, everything else as sRGB. This is also the case for NSI files generated by Katana.
NSI file

NSI files generated by other means (than our Maya and Katana 3Delight plug-ins) can still take advantage of automatic texture conversion. To do so, there should be a special attribute accompanying every string value that points to a texture file. Here is a simple NSI example:

Code Block
languagetext
Create "example" "shader"
SetAttribute "example"
 "shaderfilename" "string" 1 "file"
 "textureName.meta.colorspace" "string" 1 "linear"
 "textureName" "string" 1 "sometexture.tif"

The "textureName.meta.colorspace" indicates the color space for the texture designated by "textureName". Any available OCIO color space can be used. The following presets are recognised: linear, rec.709 and sRGB.

  

Manual Optimization

You may consider preparing textures manually using the tdlmake tool for these reasons:

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