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If your trajectory is defined in ECI (e.g. extracted from SPICE kernels), check this tutorial. If it is defined in body-fixed frame (e.g. Moon body-fixed or ECEF), check this tutorial.
If your texture map properties do not change with the wavelength, you can define the spectral channels in the camera quantum efficiency and transmittance properties, then set the saving color setting to multi. If you have different maps for each spectral band, generate an image corresponding to each waveband separately and append one image over the other on the third dimension.
Set the map dimension to hyperspectral and specify its waveband limits and bandwidth in the YML inputs or in rend.body.maps.albedo.lambda_min, rend.body.maps.albedo.lambda_max, rend.body.maps.albedo.bandwidth. For more details, see here.
Specify the limits in the YML inputs or in rend.body.maps.(...).limits = [lonA, lonB; latA, latB]. For more details, see here or check this tutorial.
ABRAM is the result of a development effort that took 2 years and half (and counting) of my PhD. My research focuses on vision-based navigation algorithms and their verification against high-fidelity images. A tool able to generate such images was hence required and this project became much bigger than I initially thought, but since I noticed a lack of such tool in the community I decided to make it available as an open-access tool.
If you are a researcher or a student, you are free to use the tool, and make changes to it, as long as you give attribution to the original creator and keep the same share-alike terms. The core pieces of ABRAM are protected functions. If you want to access the source code, or if you need to use ABRAM for commercial purposes, write me at andrea.pizzetti@polimi.it.