RTX Remix Ingest Texture
Send a processed image into RTX Remix as a real, DDS-ready texture
- texture
- context
- context
- texture_path
Your AI pipeline just produced a beautiful albedo map. Now what? In RTX Remix REST API workflows, the answer is RTX Remix Ingest Texture - the node that takes a ComfyUI IMAGE, feeds it to the Toolkit's ingestion pipeline, and gets back a texture file the Toolkit can actually use. This is the bridge between "generated pixels" and "texture in the project."
Here's the mechanism, because it's worth knowing it's not magic. The node saves your image as a temporary PNG in ComfyUI's output directory, then POSTs it to the Toolkit's mass-validator ingestion endpoint (/ingestcraft/mass-validator/queue/material) with the texture type attached. The Toolkit runs its own conversion - including ConvertToDDS, since games want DDS, not PNG - and returns the path of the ingested texture. The temp PNG gets cleaned up; you get texture_path out, pointing at the real, converted file. Feed that path into RTX Remix Set Texture and the material slot is done.
Inputs that matter:
texture(IMAGE) - the image to ingest. Usually whatever your sampler/save pipeline produced.texture_type(STRING) - what kind of texture this is. The Toolkit expects valid types (DIFFUSE, ROUGHNESS, NORMAL_OGL…); feed it fromRTX Remix Texture Typeso it's validated rather than typed blind.texture_name(STRING) - the base name for the output file.enable_override_output_folder(BOOLEAN) - off by default; flip it on if you want the texture written somewhere other than the Toolkit's default output directory.override_output_folder(STRING) - the folder to use when the override is on. It must already exist - the node checks and will error otherwise.- Plus the standard
contextandenable_this_nodebypass.
Outputs:
context- passed through.texture_path(STRING) - the path to the ingested, converted texture on disk.
Install: part of NVIDIAGameWorks/ComfyUI-RTX-Remix, NVIDIA's official pack. ComfyUI Manager (search "RTX Remix") or:
cd ComfyUI/custom_nodes
git clone https://github.com/NVIDIAGameWorks/ComfyUI-RTX-Remix
# restart ComfyUI
Needs ComfyUI v0.3.48+ (V3 schema) and a running Toolkit - the ingestion is a live Toolkit call, and a common setup grabs the default output directory with the pack's Get Default Directory node and feeds it to the override folder. No model files needed here; the heavy lifting is the Toolkit's own DDS conversion.
Where people get burned: the output folder. Older versions of this node could default the destination, but the current guidance is that the output directory is effectively mandatory - you provide it via the override toggle (with a directory that exists) or the Toolkit's default. Point it at a nonexistent path and you get a clear FileNotFoundError, so at least the failure is honest. Also make sure the Toolkit's ingestion service is up - the node waits on the mass-validator response, and a Toolkit that's mid-project-open can stall or reject the call. And keep texture_type accurate: mislabel a normal map as DIFFUSE and you'll get a valid file that's wrong for the shader slot, which is a subtler failure than a crash.
Inputs (7)
| Name | Type | Default | Description |
|---|---|---|---|
| texture | IMAGE | — | |
| texture_type | STRING | — | |
| texture_name | STRING | — | |
| context | RTXRemixContext | — | |
| enable_this_node | BOOLEAN | true | — |
| enable_override_output_folderopt | BOOLEAN | false | — |
| override_output_folderopt | STRING | — |
Outputs (2)
| Name | Type | Description |
|---|---|---|
| context | RTXRemixContext | — |
| texture_path | STRING | — |