---
title: "Texture Basics"
canonical: "https://rmanwiki-27.pixar.com/space/RU/608796673/Texture%20Basics"
format: markdown
---
![Pxrmanifold2d_header.jpg](media://9302b835-cd73-465f-8bc9-9188074043f4)

In CG, the use of texture maps is commonplace, and they play a crucial role in the shading workflow of an asset or scene.


> ℹ️ <span style="color: #ffffff">**Loading Textures**</span>

The central node in RenderMan to load a texture map is the [PxrTexture ](https://rmanwiki-27.pixar.com/space/REN27/542225070)node.  Whilst there are several other nodes that load textures, the PxrTexture node is the main one to start with.


> ℹ️ One important note to mention, before we continue, is that RenderMan needs to convert your textures to its native texture format: ** .tex**  
> ℹ️   
> ℹ️ This is automatically done, based on rules, when you load and apply a .png, .jpg, exr, .tif etc into your shading network.  In simple terms, it does all the work for you.
> ℹ️ 
> ℹ️ For further information on our .tex file format, you can read the [docs pages here](https://rmanwiki-27.pixar.com/space/REN27/542236544)



> ℹ️ <span style="color: #ffffff">**Using Painted Texture Maps**</span>

Let’s break down some common uses for texture maps:

One approach to using texture maps is to import your UVd model into texture painting software like Mari or Substance Painter.  

Substance Painter uses a PBR Metallic workflow for its texture maps, so you’ll export several ready-to-use textures such as these:

- Diffuse
- Metallic
- Roughness
- Normal
- Height

These maps can either be exported from Painter and then assigned in your DCC, or you can use the RenderMan Preset Browser plugin for Substance Painter to easily export, convert to .tex, and create your material network with a single click.  

Once the preset has been made, you can then apply that RenderMan shader to your object(s) in the DCC of choice.  Very quick and very simple.

In Mari, you have a choice of two shading systems.

You can work in a PBR workflow, similar to Substance Painter, or you can use the Mari version of the PxrSurface material that ships with RenderMan and paint your native PxrSurface lobes.

Again, you can export your painted maps from Mari and use them directly within RenderMan, although at the moment, we don’t provide a Preset Browser within Mari.

> ℹ️ For more information on using the PxrSurface material in Mari, [Peter Aversten (MeshMen)](https://www.youtube.com/@MeshmenStudio) has a great number of tutorials on this subject.


![House1.jpg](media://19816c2a-4afd-4a45-bb64-4af8119963de)


> ℹ️ <span style="color: #ffffff">**Using Layer Masks**</span>

Using layer masks is the recommended workflow for setting props and assets, offering many creative advantages.  One such advantage is that you can easily repaint your layer masks without re-exporting the entire shader from your texturing software.   Re-export only the refined layer mask and reload the texture.

Layer masks are either created by painting them in Painter/ Mari or by procedurally generating black-and-white masks that determine where on the asset a material is shown and layered.

The lobes, such as diffuse, can be procedurally generated, and you can either use the PxrSurfaceLayer or Lama shading workflows, both of which use masks to drive the visual transition between the layers of a material.

Think of your material as it would be in the real world

Base Metal.

Paint on top

Dust / Grime

Rust


![Robot_full.png](media://69215226-792d-4d8c-a0f8-6d60b1ac4d89)


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### <span style="color: #4c9aff">Image Texture</span>

Drive patterns with texture images.

- <u>[PxrMultiTexture](https://rmanwiki-27.pixar.com/space/REN27/542224293)</u>
- <u>[PxrProjectionLayer](https://rmanwiki-27.pixar.com/space/REN27/542224380)</u>
- <u>[PxrPtexture](https://rmanwiki-27.pixar.com/space/REN27/542224432)</u>
- <u>[PxrTexture](https://rmanwiki-27.pixar.com/space/REN27/542225070)</u>