MakeTX: Wooden Floor

This tutorial uses a simple scene of a wooden floor to illustrate the benefits of using maketx to preprocess your textures. The tutorial is split up into the following pages:

To get the best from Arnold, it is strongly recommended that you convert images to tiled, MIP-mapped textures. High-resolution unmipped texture maps are very inefficient to render because the highest resolution level must be loaded into memory regardless of the distance rather than a lower resolution level. Likewise, untiled texture maps are also very inefficient because they must be loaded entirely into memory as soon as the renderer needs to access a single texel. By the end of this tutorial, you will be able to reduce the render time by less than half.

FORMAT AUTO-MIPMAP RENDER TIME FILE I/O PEAK CACHE MEMORY
JPG On 43s 4m 10.4s 394.9 MB
JPG Off 36s 1m 47.1s 173.5 MB
TX - 20s 0m 0.6s 34.5MB
Note:

A quicker way to convert textures to .tx is to use the TX Manager.

Note:

By default, tiled and mipmapped TX textures are automatically generated for each image shader.