Filter Type – Specifies the type of filtering to apply to the image.
Nearest – The nearest texel from the map is taken, without any interpolation. No Filtering– Does not apply any filtering. Mip-MapFiltering – Applies a mip-map filter. Summed Are Rable Table Filtering – Pyramidal MIP-map filtering is used to compute the texture color. Can be blurry for textures seen at grazing angles. Elliptical Filtering – High quality anisotropic MIP-map texture filtering that reduces blurring and aliasing artifacts. Sharp Mip-map Filtering – Sharper and more accurate version of the Summed Are Table Filtering. Produces results that are closer to the results with disabled filtering but with less AA samples required.
Filter Blur – Specifies the filter blur. The higher the value, the more blurred the texture renders and the less render time it takes, and vice versa. A value of 0.01 means no filtering, but leads to increased render times.
Transfer Function – Specifies the color space for the loaded image file. The value is automatically selected when loading a new file by looking for the strings "_lin_srgb", "_srgb" and "_raw" in the file name. It also considers the file extension. You can manually modify the value.
None – No correction is applied. Gamma corrected – The color space is controlled through the Gamma parameter. sRGB – The loaded image is considered in sRGB color space.
Gamma – Specifies the gamma correction to be applied.
Allow Negative Colors – If disabled, negative colors are clamped. Enable to allow negative colors.
Interpolation – Determines how the image is interpolated from the pixel values.
Bilinear – 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 – 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 – 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. From 3ds Max – Interpolation type is chosen automatically, depending on the bitmap, format to match the behavior of the standard texture. For HDR and EXR images, the interpolation is Bilinear, and for all other formats - Bicubic.