This page provides information about the Image File texture node in V-Ray for Blender.
Overview
The V-Ray Image File node is used to load a variety of image files.
Node
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.
Parameters
Bitmap Settings
Open – Select an image to use.
Color Space – Specifies the type of color space used by the bitmap.
sRGB
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.
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;
Biquadratic – 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 Gamma – Enables 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.
UV
Placement – Select how to place the texture.
Full
Crop
Place
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
UV
Layer –
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/V – Sets 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/V – Controls the texture offset in the U and V direction.
Repeat U/V – Determines how many times the texture will be repeated in the 0 to 1 UV square.
Rotate UV – Rotates the texture (in degrees).
Rotate Frame –
Rotate Uv –
Stagger –
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 –
Projection
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
None
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 –
Object
DUVW Scale – Additional scale factor for the texture derivatives.
Environment
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.
Angular
Cubic
Spherical
Mirror Ball
Screen
Spherical (3ds max)
Spherical (V-Ray)
Cylindrical (3ds max)
Shrink Wrap (3ds max)
Wrap U/V/W –
Mirror Tile –
Wrap
No Wrapping
Manual –