RTX Remix Texture Types
The spell-checker for your PBR maps
- context
- context
- texture_types
The first node in this pack's texture family that actually earns its 🌐 globe: RTX Remix Texture Types calls the RTX Remix Toolkit to check your work. You hand it a comma-separated list of texture types and a context, it verifies every one against the running toolkit's live list of supported types, and it either passes the list through or stops the graph with a loud error. It's a validator and a convenient way to carry "which maps does this asset need" as a single value.
Where this fits
The pack is NVIDIA GameWorks' bridge between ComfyUI and the RTX Remix Toolkit, the tool for remastering old DirectX 8/9 games with path tracing. This node sits in the REST API texture set (RTX Remix > REST API > textures), the advanced mode where ComfyUI drives the toolkit. You'll use it upstream of RTX Remix Get Textures, which filters what it reads from the open project by texture type. Because it needs the toolkit running and a project in the right state, it's exactly the kind of node the README's "advanced" label is about.
What it actually does
When enabled, it splits the input string on commas, trims each entry, then calls GET /stagecraft/textures/types on the toolkit at the context's address and port. Any type not in the toolkit's answer raises a ValueError listing the supported values - fail-fast validation, so a typo surfaces at this node instead of as a mystifying empty result three nodes later. When the check passes, the node returns the original string unchanged; its job is gatekeeping, not rewriting. Disable enable_this_node and it returns an empty string instead, effectively telling downstream "no texture types here" without ever touching the network.
The default list (and why you should mostly keep it)
The texture_types input is a multiline STRING defaulting to the full supported set:
DIFFUSE,ROUGHNESS,ANISOTROPY,METALLIC,EMISSIVE,NORMAL_OGL,NORMAL_DX,
NORMAL_OTH,HEIGHT,TRANSMITTANCE,MEASUREMENT_DISTANCE,SINGLE_SCATTERING,OTHER
The names are NVIDIA-specific and unforgiving. The one people mix up constantly: NORMAL_OGL vs NORMAL_DX - the OpenGL vs DirectX normal-map convention, which depends on the game's shader stack, not your preference. Get it wrong and normals render inverted in the remaster. There's no autocomplete here, so let the validator catch your typos rather than your eyes.
Inputs and outputs
texture_types(STRING, multiline) - the comma-separated selection to validate and pass along.context(RTXRemixContext) - the address/port token fromRTX Remix Start ContextorRest API Details. Required.enable_this_node(BOOLEAN, default true) - toggle to skip validation and emit empty.contextandtexture_types(STRING) - both passed through on success; wire the string intoGet Textures.
Installing the pack
ComfyUI Manager: search "RTX Remix" (or comfyui-rtx_remix), Install, restart. Manual:
cd ComfyUI/custom_nodes
git clone https://github.com/NVIDIAGameWorks/ComfyUI-RTX-Remix
cd ComfyUI-RTX-Remix
./install.sh # install.bat on Windows
Restart. Needs ComfyUI v0.3.48+ (V3 node schema). Dependencies: huggingface-hub, numpy, OpenEXR, pillow, pinned pydantic, requests, torch.
Troubleshooting
The ValueError message prints the valid types - copy one verbatim and you're unblocked. If the node errors instead of validating, the toolkit isn't reachable: check it's running, a project is open, and the context address/port match what the toolkit's API is actually listening on. And if you disabled the node and downstream silently returns nothing, that's not a bug - you told it to emit an empty list.
Inputs (3)
| Name | Type | Default | Description |
|---|---|---|---|
| texture_types | STRING | DIFFUSE,ROUGHNESS,ANISOTROPY,METALLIC,EMISSIVE,NORMAL_OGL,NORMAL_DX,NORMAL_OTH,HEIGHT,TRANSMITTANCE,MEASUREMENT_DISTANCE,SINGLE_SCATTERING,OTHER | — |
| context | RTXRemixContext | — | |
| enable_this_node | BOOLEAN | true | — |
Outputs (2)
| Name | Type | Description |
|---|---|---|
| context | RTXRemixContext | — |
| texture_types | STRING | — |