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.
Mip-map – Applies a mip-map filter.
Summed-area – Applies a summed-area 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.
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 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 tilesa 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 – 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.
Type – Controls how the texture will be positioned on the geometry.
2D (UV Channel) – The texture will use the object UV coordinates.
Environment – 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.
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.