ExtractHoudiniImageToTextureRaw() 개인적인 정적인 메소드

private static ExtractHoudiniImageToTextureRaw ( HoudiniEngineUnity.HEU_SessionBase session, HoudiniEngineUnity.HAPI_MaterialInfo materialInfo, string imagePlanes ) : Texture2D
session HoudiniEngineUnity.HEU_SessionBase
materialInfo HoudiniEngineUnity.HAPI_MaterialInfo
imagePlanes string
리턴 Texture2D
		public static Texture2D RenderAndExtractImageToTexture(HEU_SessionBase session, HAPI_MaterialInfo materialInfo, HAPI_ParmId textureParmID, string textureName, string assetCacheFolderPath)
		{
			//Debug.LogFormat("Rendering texture {0} with name {1} for material {2} at path {3}", textureParmID, textureName, materialInfo.nodeId, assetCacheFolderPath);

			Texture2D texture = null;

			// First we get Houdini to render the texture to an image buffer, then query the buffer over HAPI
			// Next we convert to PNG, and write out to file in our Assets directory
			// The reason for querying as a buffer is to workaround a bug with ExtractHoudiniImageToTextureFile 
			// Note: intentionly ignoring any errors as sometimes there aren't any textures
			if (session.RenderTextureToImage(materialInfo.nodeId, textureParmID, false))
			{
				texture = HEU_MaterialFactory.ExtractHoudiniImageToTextureRaw(session, materialInfo, "C A");
				if(texture != null)
				{
					texture.name = textureName;

					// Get the Textures folder in the assetCacheFolderPath. Make sure it exists.
					assetCacheFolderPath = HEU_AssetDatabase.AppendTexturesPathToAssetFolder(assetCacheFolderPath);
					HEU_AssetDatabase.CreatePathWithFolders(assetCacheFolderPath);

					// We are defaulting to PNG here if no extension already set. This forces it to use PNG format below.
					if (!textureName.EndsWith(".png") && !textureName.EndsWith(".jpg"))
					{
						textureName = textureName + ".png";
					}

					string textureFileName = HEU_Platform.BuildPath(assetCacheFolderPath, string.Format("{0}", textureName));

					byte[] encodedBytes;
					if(textureName.EndsWith(".jpg"))
					{
						encodedBytes = texture.EncodeToJPG();
					}
					else // Use PNG otherwise
					{
						encodedBytes = texture.EncodeToPNG();
					}
					HEU_Platform.WriteBytes(textureFileName, encodedBytes);

					// Re-import for project to recognize the new texture file
					HEU_AssetDatabase.ImportAsset(textureFileName, HEU_AssetDatabase.HEU_ImportAssetOptions.Default);

					// Load the new texture file
					texture = HEU_AssetDatabase.LoadAssetAtPath(textureFileName, typeof(Texture2D)) as Texture2D;
				}
				
				//texture = HEU_MaterialFactory.ExtractHoudiniImageToTextureFile(session, materialInfo, "C A", assetCacheFolderPath);
			}
			return texture;
		}