Nodes/ComfyUI-RTX-Remix/RTX Remix Texture Type
ComfyUI Node

RTX Remix Texture Type

The 13 texture types RTX Remix knows, minus the typo

By NVIDIAGameWorks·Created 2 years ago·Updated 6 days ago· 71
RTX Remix Texture Type
  • context
  • context
  • texture_type
texture_type
enable_this_nodetrue

This node is a dropdown with a job: pick one of the 13 texture types the RTX Remix Toolkit actually supports, and hand it to the rest of your workflow as a clean string. It ships in NVIDIA's official ComfyUI pack for RTX Remix - the toolkit for remastering classic games by swapping old textures for AI-generated PBR ones. If you're building the advanced "REST API" kind of workflow (where ComfyUI drives the Toolkit instead of the other way around), every texture operation downstream needs one of these exact strings. Get it wrong - NORMAL_OGL vs NORMAL_DX is a classic - and the Toolkit will just say no.

So why a node for a string? Because the string is validated. When this node executes, it asks the running Toolkit what texture types it accepts via GET /stagecraft/textures/types and throws a clear error if you've typed something unsupported. That's the difference between "my whole graph crashed in some opaque REST call" and "wrong texture type value DIFFUZE, only these are supported." Honestly, it's the cheapest insurance in the pack.

The one input that matters: texture_type, a dropdown with the 13 options - DIFFUSE, ROUGHNESS, ANISOTROPY, METALLIC, EMISSIVE, NORMAL_OGL, NORMAL_DX, NORMAL_OTH, HEIGHT, TRANSMITTANCE, MEASUREMENT_DISTANCE, SINGLE_SCATTERING, and OTHER. Pick one and it flows out as a STRING on the texture_type output, ready to wire into nodes like RTX Remix Get Textures (as a filter) or RTX Remix Ingest Texture (to say what you're ingesting).

The other two inputs are the pack's standard plumbing: context (an RTXRemixContext) and enable_this_node, a boolean bypass that every REST API node carries. Flip enable_this_node off and the node just passes the context through without doing anything - handy when you're testing half a workflow.

Outputs: context (threaded through so the graph keeps its connection info) and texture_type (the string).

It's also the closest thing the pack has to a "config validator." There's a sibling node, RTX Remix Texture Types (plural), that does the same trick for a comma-separated list when you need to filter by several types at once. Use the single version when you just need one well-formed value.

Installing it: it's part of NVIDIAGameWorks/ComfyUI-RTX-Remix, installed via ComfyUI Manager (search "RTX Remix") or by hand:

cd ComfyUI/custom_nodes
git clone https://github.com/NVIDIAGameWorks/ComfyUI-RTX-Remix
# then restart ComfyUI

The pack needs ComfyUI v0.3.48 or newer (it's built on the V3 node schema; current releases pin even higher). Dependencies are modest - requests, pillow, numpy, OpenEXR - and install automatically. No model files required for this node.

Where people get burned: the Toolkit has to be running with a project open, or the validation call fails and the node errors before it ever outputs anything. And remember the NORMAL_OGL vs NORMAL_DX trap - OpenGL and DirectX disagree on normal map orientation, so pick the one your game actually uses. When in doubt, OTHER exists precisely so you're not forced to lie.

CategoryRTXRemix/textures

Inputs (3)

NameTypeDefaultDescription
texture_typeCOMBO13 options: DIFFUSE, ROUGHNESS, ANISOTROPY, METALLIC, EMISSIVE, NORMAL_OGL, +7
contextRTXRemixContext
enable_this_nodeBOOLEANtrue

Outputs (2)

NameTypeDescription
contextRTXRemixContext
texture_typeSTRING