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mentalray texture is special kind of texture file node used in mental ray shaders. This node is connectable to "color texture", "scalar texture", "vector texture" params of mental ray shaders.

Example : connects to mib_texture_lookup1.tex

This node is MP safe

Node nameParentsClassificationMFn typeCompatible function sets
mentalrayTextureshadingDependNoderendernode/mentalray/texturekMentalRayTexturekBase
kNamedObject
kDependencyNode
kMentalRayTexture

Attributes (11)

colorProfile, fileTextureName, miDepth, miFileSize, miFilter, miFilterSize, miHeight, miLocal, miTextureType, miWidth, miWritable

Long name (short name)TypeDefaultFlags
miTextureType (mitt) enumcolor (1)outputinputconnectablestorable
Texture type. There are three type of textures : scalar, color, vector
fileTextureName (ftn) stringNULLoutputinputconnectablestorable
File Texture Name is the name of an image file. The image in this file will be used as the texture.

miLocal (mil) boolfalseoutputinputconnectablestorable
miLocal is a flag to tell mental ray whether or not to transfer this file to other machines for network rendering If miLocal is false, the file is read once on the master host and then transmitted over the network to all slave hosts that participate in the rendering. If miLocal is true, only the file name is transmitted to the slave hosts; this requires the file exists locally on all slave hosts but reduces network transfer times drastically if many texture files or very large texture files are used.
miWritable (miw) boolfalseoutputinputconnectablestorable
If the miWritable flag is set, the texture is written to a file after it was written by a shader. This kind of texture is used by lightmap shaders to write back to light mapping result. If miWritable is set, miLocal should be specified as well because the file should be written to disk on the master host only.
miFilter (mift) boolfalseoutputinputconnectablestorable
If MiFilter is set, a texture filtering based on texture pyramids, a technique comparable to mip-map textures, is enabled. Filtered textures are preprocessed before rendering begins and use approximately 30% more memory. Filtering should be used when the texture is large and seen at a distance, such that every sample covers many texture pixels.
miFilterSize (mifs) float1.0outputinputconnectablestorable
The compression of the texture on the viewing plane is scaled by miFilterSize.
miFileSize (mifr) compoundn/aoutputinputconnectablestorable
The file size are read from the file. If the file is writable, ie) miWritable is true, miFileSize should be set to proper values.
miWidth (miwd) integer100outputinputconnectablestorable
Width part of miFileSize
miHeight (mihg) integer100outputinputconnectablestorable
Height part of miFileSize
miDepth (midp) enum0outputinputconnectablestorable
Bytes per component. 1,2, or 4. default is 1. 1 = 8 bits per component. 2 = 16 bits per component. 4 = 32 bits per component for floating-point texture.
colorProfile (cp) integer0outputinputconnectablestorable
The color profile associated with this file texture, if any.