This is a quick demo to describe how textures work in the 3Delight/blender exporter. To use an image texture with 3Delight (and other renderman renderers), it must first be converted to its own optimised texture format, which contains extra metadata, mipmaps etc. The exporter takes care of this for you, converting the texture on demand or automatically at render time, to a tdl (tiff) file in the same folder as the original image.
* Any shaders with string inputs get a little [ + ] (add texture) button next to them.
* Clicking this creates a Blender Texture datablock and takes you to its property editor. The texture properties control how the image will be converted to a tdl file (wrapping the options to the tdlmake command line utility).
* In the 'Auto-Generate Optimised' panel, you can control the conditions under which the optimised texture will be generated, or generate it manually on demand.
* You can enable animated image sequences as texture in the 'Image Texture' panel. To do this, use # characters in your file path, and it will be replaced with the correct frame number, eg. mysequence_####.jpg --> mysequence_0001.jpg. You can see the source and replaced file paths below the number fields.
* The texture name is editable in the 'Name' field. This is the name that you can use in the shader's input field to refer to this texture. By default it's set up to work automatically, but if you change the name, make sure to keep it in sync with your shader. Future versions of the addon will automate this a bit more nicely, similar to how renaming a datablock works in blender normally.
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