This page provides information about the Image File texture node in V-Ray for Blender. 



The V-Ray Image File node is used to load a variety of image files.




Open – Select an image to use.

Mapping Settings – You can select to adjust the map via UV, Projection, Object, Environment, Manual settings. For full list of available options, see the Parameters section below.

Double-clicking on the Image File texture node sets the image on all objects with the same material.




Bitmap Settings

Open – Select an image to use.

Color SpaceSpecifies the type of color space used by the bitmap.

Rendering Space (Linear)

Gamma Corrected

Gamma – Specifies the gamma correction to be applied when Color Space is set to Custom Gamma Curve.

Interpolation – Specifies the interpolation method when using Mip-Map filtering.

Bilinear – The image values are interpolated from four pixels in the bitmap. This is the fastest interpolation method, but the result is not continuous (non-smooth) and may produce artifacts when the map is used for displacement or bump mapping.
 – The image values are interpolated from sixteen pixels in the bitmap. This is the slowest method, but the results are smooth without too much blur;
 – The image values are interpolated from nine pixels in the bitmap. This method is faster than the Bicubic interpolation, but may smooth the image too much.

Filter Type – Specifies the type of filtering to apply to the image.

Nearest – The nearest texel from the map is taken, without any interpolation. 
None – Does not apply any filtering.
Mip-Map – Applies a mipmap filter.
Area – Applies an anti-aliasing area filter.

Filter Blur – Specifies the strength of the blur filter applied to the bitmap.

Use Input GammaEnables the  Gamma parameter.

Allow Negative Colors – When enabled, V-Ray does not clip the texture values.

Use Data Window – When enabled, it takes the data window information, e.g. in OpenEXR files.

PSD Group –

PSD Alpha –




Texture Settings

Compatibility – Allows you to match the result of the texture in Blender to that in either 3ds Max or Maya. If Alpha From is set to Maya:

3ds Max – The resulting alpha of the texture is the intensity of the texture.
Maya – 
The resulting alpha of the texture is the color luminescence.

Invert – When enabled inverts the colors in final result.

 Alpha From – Determines how the alpha of the result is calculated:

Force 1.0 – Alpha is always 1.
Compatibility – Depends on the selected Compatibility option.
Self – The calculated alpha of the texture.

Invert Alpha – Inverts the alpha channel if Invert is also enabled.


Placement – Select how to place the texture.


U – U coordinate of the texture sector.  

V – V coordinate of the texture sector.  

W – W coordinate of the texture sector.

H – Specifies the height of the texture sector. 

Tile U/ Tile V – Enable to choose between a horizontal or vertical tiling. 

UV noise on – Enables the noise.  

UV noise amount – Specifies the UV noise amount. 

UV noise levels – Specifies the UV noise iterations.  

UV noise size – Specifies the UV noise size.  

UV noise phase – Specifies the UV noise phase.  

Animate UV noise – If enabled, the noise is animated. Use the UV noise phase to animate the noise. 



Mapping Settings




Coverage U/V

Mirror U/V – Mirrors the texture in the U and V direction separately. The option cuts the texture in half, flipping one side vertically or horizontally. This can be used to avoid seams in-between non-tileable repeated textures.

Noise U/VSets the noise for the U/V direction.

Nsamples – The number of samples taken for motion blur. A value of 0 means the samples take the global value; a value of 1 means motion blur is disabled.

Offset U/VControls the texture offset in the U and V direction.

Repeat U/VDetermines how many times the texture will be repeated in the 0 to 1 UV square.

Rotate UVRotates the texture (in degrees).

Rotate Frame

Rotate Uv


Translate Frame U/V

UV Set Name

UVW Channel – Specifies the index of the mapping channel data to use. A value of -1 will take the first available channel. 

Wrap U/V






Type – Specifies the mapping type among: Perspective, Triplanar, Cubic, Ball, Cylindrical, Spherical, Planar, None.

Fit Fill – Specifies how to fit the projection. You can choose from Fit Fill, Vertical and Horizontal.

Fit Type

Match camera resolution
Match camera film gate

U/V Angle –

Film Gate W/H –

Hide Backface – When disabled, it projects on back faces of polygons when in perspective mode. Enable to ignore back faces projection.

Hide Occluded – Determines whether to project on occluded points when in perspective mode.

Object Space –






DUVW ScaleAdditional scale factor for the texture derivatives.






Crop U/V/W – Crops the corresponding coordinate.

DUVW Scale – Additional scale factor for the texture derivatives.

Ground On – Enables ground projection of the texture.  

Ground Radius – Specifies a projection radius. Can be used to control the scale of the projection. 

Mapping Type – Specifies the type and shape of the texture. 

Mirror Ball
Spherical (3ds max)
Spherical (V-Ray)
Cylindrical (3ds max)
Shrink Wrap (3ds max)

Wrap U/V/W

Mirror Tile –
No Wrapping