Texture Saver | This node saves a texture to file. |
The Texture Saver node provides the possibility to save the content of a texture to an image file. The File sets the Ventuz URI, which defines the path and file name where the texture should be saved. The image format that is used for saving has to be specified by the file name extension. Supported image formats are currently: PNG, JPG, BMP, TGA, TIF, HDR. The texture to be saved must be bound to the Source property. Triggering the Save method saves the current state of the texture to file. The events Succeeded and Failed inform about the result of the saving process. Keep in mind that the path to the file should exist and the file name should be valid. Furthermore Ventuz should have all necessary permissions to write to the specified path. If one of the former conditions is not given, the saving process will fail.
This node has an asynchronous operation mode that can be enabled with the Async property. In async mode the images are saved in a background thread which does not stall the main rendering thread. You can specify an integer value as argument (see Event node) for the Save method to identify the according Succeeded or Failed event - they will contain this integer value as argument. Furthermore there is the SaveQueueFill output which tells how many images are queued for async save. The SaveQueuePurged event will be fired when the queue is empty.
The save queue in async mode is limited to 5 images. Trying to add further images will fail until one of the queued images has been saved!
An interesting feature is to save the Cubemaps from the Render Cubemap Node as HDRI. You would bind the Output of the Render Cubemap Node and set the filename to "yourfilename.HDR". Your selected resolution will be the size of one face (a cubemap consists of six faces).
The idea is to create your scene, take a snapshot and use the saved HDRI for further IBL-Roughness calculations.