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The Bitmap texture has a versatile use, allowing a bitmap image to be loaded as a texture.




Show in Viewport (– By default, the map is not displayed in the viewport, unless it is connected to the default material texture slot. You can enables/disable the texture mapping visibility in the viewport by clicking the icon. Procedural textures do not get displayed, regardless of this option.

 This option does not affect the way the material is rendered by V-Ray. It is used mainly for preview purposes.

File – Specifies the file from which the bitmap will be loaded.

Filter Type – Specifies a type of filter to be applied to the bitmap.

No Filter – No filter will be applied.
– Depending on the distance from the camera, the texture is rendered in full detail (when closer to the camera) or blurred, if it is far away. 
Summed-area – Applies a summed-area filter. It is not recommended to use this filter.

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

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

Screen Space (sRGB)
Rendering Space (Linear)

Custom Gamma Curve

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



Color Manipulation



Invert Texture – Inverts the RGB texture values.

Invert Alpha – When enabled, inverts the bitmap alpha values. 

Alpha from Intensity – Uses the texture RGB intensity/luminance as alpha channel.

Color Gain – Corrects the color of the texture by multiplying the RGB color values specified here with the RGB color values of the texture. A texture map can be assigned here.

Color Offset – Corrects the color of the texture by adding the RGB color values specified here to the RGB color values of the texture. A texture map can be assigned here.

Default Color – Specifies a default color for polygons with no valid UVs. In case the map is not a tiled one, the default color will be used outside the texture borders.


Placement – Specifies the type of placement to be used.

Whole Texture – Uses the whole bitmap.
Crop – Uses a section of the bitmap.
Place – Adjusts of the position of the image.

Width/ Height  – Specifies the width/height of the map. A value of 1 specifies the full width/height. 

Jitter Placement – Specifies the amount of displacement to be applied in order to produce better anti-aliasing.


UV Noise



UV Noise – Enables or disables UV Noise. 

Amount – Controls the amount of noise.

Size – Controls the scale of the noise function.

Levels – Controls the noise color distribution.



Texture Placement


Type – Controls how the texture will be positioned on the geometry. 

2D (UV Channel) – The texture will use the object UV coordinates. 
– This mode is applicable if the map is connected to an Environment slot or a Dome light. 


2D (UV Channel)

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

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

Offset U/V – Controls the texture offset in the U and V direction. 

Rotate – Rotates the texture (in degrees). 

Tile U/V – Tiles the texture in the U and V direction. If the option is disabled, the Default texture color will be used outside the 0 to 1 UV square. 

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

Double-sided – Enables both sides of the object to be affected by the UVW data. 



Mapping – Specifies the type and shape of the texture. 

Mirror Ball

Rotate H – Specifies the amount to adjust the texture's horizontal rotation. 

Flip H – Flips the environment sphere horizontally.  

Rotate V – Specifies the amount to adjust the texture's horizontal or vertical rotation.  

Flip V – Flips the environment sphere vertically. This option is active only in Spherical Mapping. 

Ground – Enables ground projection of the texture.  

Position X/Y/Z – Offsets the ground projection along the X/Y/Z axis. 

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

2d Transformation – see 2D (UV channel) parameters.