Assuming your renderer is able to use mipmapped textures, this magical little 8K .tx map is quite useful for visualizing exactly which level of the texture is being sampled for *each* pixel being rendered. It’s great for optimizing your UV’s and textures.
While, at first looks similar to a sample “heat map”, this leverages mipmapping to show the actual resolution of the mipmapped texture being pulled by the renderer, per pixel!
The color/resolution associations in this debug map are as follows:
For example, I’ve applied this map to a simple sphere and rendered it in Arnold, RenderMan, and VRay — it’s quite interesting to see the differences:
***PLEASE NOTE: It probably goes without saying that this is a light-weight 8bit mipmapped texture, which is permissible for utility maps and debug passes. Color maps for beauty renders should *always* be mipmapped in linear space to maintain a photo-accurate rendering workflow.
Leave a comment and let us know what you think.