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  • Published 16 Apr 2025

Dynamic Mipmapped Textures (.tx-style) for Cycles

I’d like to propose adding support for on-demand mipmapped texture loading in Cycles, similar to how Arnold uses .tx files or 3Delight uses .tdl. These texture formats allow the renderer to only load the resolution it actually needs for each texture at render time, instead of loading the full-resolution image into memory.

Why this matters:

Massive memory savings: Large scenes with high-res textures (especially UDIMs) often blow past GPU or system RAM limits. Mipmapped formats dramatically reduce memory usage by loading just what's needed.

Better performance: Less memory used = fewer cache misses and less time spent paging data, resulting in more stable and often faster renders.

Proven solution: Renderers like Arnold, RenderMan, and 3Delight already use this method.

I believe that both VFX companies working in Blender and hobbyists wanting to utilize GPU rendering a bit more efficiently would take use of this feature.

80%

Development Status: Open

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sindre
16 Apr 2025

1 Comment

julperpub

Work on this already started, look at the notes on the latest Render and Cycles meeting: devtalk.blender.org/t/2025-04-15-render-cycles-meeting/40063

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