This page contains information about the V-Ray MetaImageFile node.

 

Overview


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

 

 


UI Paths


||mat Network|| > V-Ray> File Texture > V-Ray Image File

||out Network|| > V-Ray Render Elements node > V-Ray > File Texture > V-Ray Image File


 

 

Node


The MetaImageFile node provides inputs for controlling various texture properties. They correspond to parameters in the section below.

 

 

 

Bitmap


 


File – Specifies the file name to load. The name can contain <UDIM> or <UVTILE> tags for Mari or Mudbox tiles respectively, or $nU and $nV for explicit tiles. Note that lower-case tags consider the tiles as starting from 0 whereas upper-case tags start from 1.

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

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

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.
Bicubic
– 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;
Quadratic
– 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.

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

Color Space – Specifies the type of color space used by the bitmap.

Linear The bitmap data is already in physical linear space, so no correction required and none is performed. 
Gamma Corrected – The bitmap data is gamma corrected with the specified gamma value specified by the Texture input gamma attribute, so V-Ray needs to remove this gamma correction for rendering. 
sRGB  The bitmap data is in the sRGB color space, so V-Ray needs to convert it to linear physical space for rendering.

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

Allow Negative Colors – If disabled, negative colors are clamped. Enable to allow negative colors.

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

Sequence

Frame Sequence – When enabled, specifies the file is part of an image sequence.

Frame Number – When working with image sequences, this parameter specifies which image out of the sequence should be used. If this parameter is omitted or defaulted, the frame number depends on the current frame time value.

Frame Offset – Specifies the start frame offset for an image sequence.

Image File List

Start Frame – When loading an IFL file, specifies the frame at which the playback of the texture begins.

Playback Rate – A coefficient for the playback rate of the animated texture. It allows you to slow down or speed up the playback rate of the texture.

End Condition – Specifies what happens when the final frame of an animated texture is reached.

Loop – Once the final frame is reached, the animation jumps back to the start frame.
Ping-pong – Once the final frame is reached, the animation is played backwards towards the start and continues looping in a Ping-pong manner.
Hold – The animation stops at the final frame.


Texture





Color Tweaks

Mult – Specifies a multiplier for the texture color.

Offset – Color corrects the texture by adding the RGB color values specified here to the RGB color values in the texture.

Invert – When enabled, inverts the resulting texture color.

Alpha Tweaks

Source – Specifies where the alpha channel is drawn from.

Alpha – Alpha channel is drawn from the texture.
Color 
– Alpha is generated from pixel intensity.
Opaque
– Alpha channel is fully opaque.

Use – Differentiate between textures exported from different applications. You can choose between Color Intensity (3ds Max) and Color Luminance (Maya)

Mult – Specifies a multiplier for the texture alpha.

Offset – Specifies an additional offset for the texture alpha.

Invert – When enabled and Invert from Color Tweaks is also enabled, the resulting texture alpha is inverted as well.

Placement

Placement Type – Specifies the way the valid portion of the texture is applied.

Full – Uses the full valid portion of the texture.
Crop – Allows the user to specify a section of the texture using the parameters below.
Place – Allows the user to specify a section of the texture and how to place is using the parameters below.

U – Specifies the U coordinate of the valid texture sector.

V – Specifies the V coordinate of the valid texture sector.

W – Specifies the width of the valid texture sector.

H – Specifies the height of the valid texture sector.

Jitter – Controls the amount of random placement variation.

Tile U – Enables horizontal tiling.

Tile V – Enables vertical tiling.

UV Noise

Enabled – Enables noise for the texture.

Amount – Specifies the amount of noise to add to the texture.

Levels – Specifies the amount of noise iterations.

Size – Controls the scale of the noise.

Animated – Enables the noise to be animated.

Phase – Controls the noise phase.

 

UV


 

 

 

Type – Specifies how to generate or use the existing UV attribute.

Channel (Named) – Specifies the name of the UV attribute.
Environment
Explicit
Channel
Object
Object BBox
PlanarWorld
Projection

 

 

 

UV NameThe name of the UV channel that is used.

UV IndexIndex of the mapping channel that is used. The index is used when the UV Name is not set.

Repeat UMultiplier for U values.

Repeat VMultiplier for V values.

Coverage UU values are remapped to 1.0.

Coverage VV values are remapped to 1.0.

Translate Frame UTranslates the frame in U direction after applying rotate_frame (and before wrap, coverage, clamp).

Translate Frame VTranslates the frame in V direction after applying rotate_frame (and before wrap, coverage, clamp).

Rotate FrameRotates the frame after applying UV noise.

Rotate UVRotates the UVs after mirroring.

Offset UOffset added to U before mirroring (after wrap, coverage, clamp).

Offset VOffset added to V before mirroring (after wrap, coverage, clamp).

Noise UNoise magnitude multiplier in U direction.

Nose VNoise magnitude multiplier in V direction.

Mirror U – When enabled, every other tile outside the [0;1] range is mirrored in U.

Mirror VWhen enabled, every other tile outside the [0;1] range is mirrored in V.

Wrap U – When enabled, U values outside the [0;1] range wrap back to [0;1].

Wrap V – When enabled, V values outside the [0;1] range wrap back to [0;1].

Stagger – When enabled, tiles in the V direction add +0.5 to the U value for a 'staggering' effect.

 

 

Mapping Type – Specifies the type and shape of the texture among Spherical, Angular, Cubic, Mirror Ball and Screen.

Horizontal Flip –Flips the environment horizontally. 

Vertical Flip – Flips the environment vertically. 

Horizontal Rotation – Specifies the horizontal rotation (left and right).

Vertical Rotation – Specifies the vertical rotation (up and down).

Wrap U – If true, U values outside the [0;1] range wrap back to [0;1]. You can choose between the No Wrapping, Wrap and Mirror Tile options.

Wrap V – If true, V values outside the [0;1] range wrap back to [0;1]. You can choose between the No Wrapping, Wrap and Mirror Tile options.

Wrap X – If true, X values outside the [0;1] range wrap back to [0;1]. You can choose between the No Wrapping, Wrap and Mirror Tile options.

Crop UWhen enabled, crops in the U direction.

Crop VWhen enabled, crops in the V direction.

Crop WWhen enabled, crops in the W direction.

DUVW Scale – Additional scale factor for the texture derivatives.

Ground – Enables ground projection of the texture.

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

Ground Position – Ground projection center position when ground_on=1.

 

 

U – Specifies an explicit U input to replace the U value from shaded geometry.

VSpecifies an explicit V input to replace the V value from shaded geometry.

WSpecifies an explicit W input to replace the W value from shaded geometry.

 

 

Channel Index – Index of the mapping channel that is used.

Wrap U/V/W – If true, U/V/W values outside the [0;1] range wrap back to [0;1]. You can choose between the No Wrapping, Wrap and Mirror Tile options.

Crop U – When enabled, crops in the U direction.

Crop VWhen enabled, crops in the V direction.

Crop WWhen enabled, crops in the W direction.

CoverageSpecifies the uvw coordinates for the specified channel at the current shading point.

Wrap Mode – Specifies the wrap mode. You can choose between On 0.5 Boundary and On Integer Boundary.

UV Derivatives ScaleAdditional scale factor for the texture derivatives.

Use Double Sided Mode – When enabled, the uvw_channel is used for front-side and uvw_channel+1 is used for back-side contexts.

 

 

UV Derivatives ScaleAdditional scale factor for the texture derivatives.

 

 

Wrap U/V/W – If true, U/V/W values outside the [0;1] range wrap back to [0;1]. You can choose between the No Wrapping, Wrap and Mirror Tile options.

Crop U/V/WWhen enabled, crops in the corresponding direction.

CoverageSpecifies the uvw coordinates for the specified channel at the current shading point.

Wrap ModeSpecifies the wrap mode. You can choose between On 0.5 Boundary and On Integer Boundary.

UV Derivatives ScaleAdditional scale factor for the texture derivatives.

 

 

Wrap U/V/W If true, U/V/W values outside the [0;1] range wrap back to [0;1]. You can choose between the No Wrapping, Wrap and Mirror Tile options.

Crop U/V/WWhen enabled, crops in the corresponding direction.

Coverage – Specifies the uvw coordinates for the specified channel at the current shading point.

Wrap ModeSpecifies the wrap mode. You can choose between On 0.5 Boundary and On Integer Boundary.

UV Derivatives ScaleAdditional scale factor for the texture derivatives.

 

 

Type – Specifies the mapping type.

None
Planar
Spherical
Cylindrical
Ball
Cubic
Tri-Planar
Perspective

Projection Camera – Specifies which camera to be used when the Perspective mode is selected.

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

Fit Type – Specifies the fit type from None, Match Camera Film Gate, and Match Camera Resolution options.

U Angle – Specifies the angle that corresponds to U=1 when the Spherical mode is selected.

V Angle – Specifies the angle that corresponds to V=1 when the Spherical mode is selected.

Film Gate W – Specifies the film gate width when the Perspective mode is selected.

Film Gate H – Specifies the film gate height when the Perspective mode is selected.

Hide Backface – When disabled, it projects on back faces of polygons when the Perspective mode is selected. Enable to ignore back faces projection.

Hide Occluded – When disabled, it projects on occluded points when the Perspective mode is selected. Enable to ignore occluded points projection.

Object Space – When enabled, the projection is applied in the object space of the currently shaded geometry.

 

 

 

 

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