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Other renderers can convert textures to a tiled and mipmapped texture format before rendering automatically. The maps referenced in materials would still be pointing to the original png or jpg but the renderer will auto convert those to .tx or .rat etc to make use of mipmapping and tiling. The textures are saved right next to the original ones. Karma in houdini does this for example and it's really helpful. Manually converting textures just isn't practical for anything outside of big productions with proper asset pipelines.