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Bitmap Properties

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Bitmap Specifies the file name from which the bitmap is loaded. Currently supported formats are HDR, EXR, PNG, BMP, TGA, SGI, JPG, PIC, TIF, PSD, VRIMG. Image file lists in the form of IFL files are also supported.

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Common

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Alpha from Intensity –

Invert –

Invert Alpha –

Color Mult –

Texture –

Mix Strength –

Color Offset –

Texture –

Mix Strength –

Alpha Mult –

Alpha Offset –

No UVs Color –

Texture –

Mix Strength –

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Mapped

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Tile –

Placement Type –

U/VAdjusts the texture location - specifies the location of the top left corner of the image.

Width/Height Adjusts the width and height of the texture or crop area.

Jitter –

Tile U/V –

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Processing

Filter Type Specifies the V-Ray internal texture filtering method. Possible  See the Filtering examples below. Possible values are:

No filtering – Disables filtering for the texture.Filter
Mip-map filtering

Summed are table filtering
Pyramidal MIP map filtering is used to compute the texture color. Can be blurry for textures seen at grazing angles. 
Area
Elliptical – High quality anisotropic MIP map texture filtering that reduces blurring and aliasing artifacts. Can be slower compared to the
Summed are table Isotropic filtering. 
Sharp Mip-Map filtering
– map Sharper and more accurate version of the Summed are table Mip-map filtering. Produces results that are closer to the results with disabled filtering but with less AA samples required.

InterpolationDetermines how the image is interpolated from the pixel values. See the Examples for a demonstration of this effect. Possible values are:

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. 

Filter BlurAdditional multiplier which controls filter blurring, especially useful with the mapping source feature. 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. If a Bitmap is connected to the VRayBitmap as a mapping source, the Filter multiplier option serves as a multiplier for the Blur parameter of the Bitmap. For example, if the Bitmap Blur parameter is set to 10, and the VRayBitmap Filter multiplier is set to 0.1, the texture blur amount is effectively, 1. 

InterpolationDetermines how the image is interpolated from the pixel values. Possible values are:

 

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. 

Allow Negative Colors –

Transfer Function –

Gamma –

 

Color Space 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.

UI Text Box
typeinfo

High dynamic range images (hdr, exr) will load with Gamma corrected type, unless "_srgb" is found in the name string - then sRGB Type will be automatically set instead. All other file types (8-bit images like jpg, png, and other files) will automatically load with types according to the string found in their file names: sRGB for "_srgb", Linear for "_lin_srgb". Additionally, all files with any extension that have "_raw" string in their name load with Type Linear. This way the most appropriate type respective to the loaded file is applied.

sRGB
Linear
Gamma corrected

GammaA gamma–correction value for the image. For example, if the bitmap was saved to disk with a 2.2 gamma correction, you need to enter 0.4545 to remove that correction for the rendering.

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

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Output

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Color Mult – Corrects the color of the texture by multiplying the RGB color values in the texture with the RGB color values specified here. 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.

Invert – Makes the output map hues inverted.

Alpha Source – Determines how the texture alpha is computed:

Bitmap – From the alpha channel of the bitmap image, if present (and 1.0 if the image has no alpha channel);
Intensity – The alpha is taken from the intensity of the bitmap image colors (red+green+blue)/3;
Opaque – The alpha channel of the bitmap image is ignored and the VRayBitmap texture always returns 1.0 for alpha.

Alpha Mult –

Alpha Offset –

No UVs Color – Specifies a default color used for polygons with no valid UVs. In case the map is not tiled, specifies a default color that is used outside the texture square.  When a texture is selected, it overrides the color.

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Time

 

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These options allow you to control animated textures.

Start Frame – Specifies the beginning of the texture animation. The frame number specified here will be played at the first frame of the scene animation.

Playback Rate – Controls the animation speed of the texture as fraction of the actual animation speed. A value of 1 means that the texture animation will run at regular speed. A value of 2 means that the texture animation will run twice as fast as the scene animation.

End Condition – Allows you to control what happens when the last frame of the animated texture is reached. The available options are:

Loop – The animation will start again from the frame specified in the Start Frame option
Ping-pong – The animation will be played backwards until it reaches the the frame specified in the Start Frame option and then play forward again
Hold – The animation will stop at the last frame and it will be displayed until the end of the scene animation.

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Mapping

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Tile – Specifies how the texture is repeated:

No tiling – No repetition is done;
Tile in UV – Repeats the texture in both U and V axis;
Tile in U – Repeats the texture only on the U axis;
Tile in V Repeats the texture only on the V axis;
Tile in UV - No Filter –

Placement Type – Specifies how the mapping controls below work:

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

Tile U/V – Adjust the tiling along the U and V axis.

U/VAdjusts the texture location - specifies the location of the top left corner of the image.

Width/Height Adjusts the width and height of the texture or crop area.

Jitter – Introduces random offset.

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UV Noise

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UV Noise On Enables noise in the pattern of the texture.

Animate UV Noise Enables animation of the noise effect.

UV Noise Amount Specifies the strength of the noise. A value of 0 means no noise, while higher values introduce increasing noise.

UV Noise Levels Specifies how many times the noise is applied to the texture.

UV Noise Size Allows you to scale the noise according to the object the texture is applied to.

UV Noise Phase Allows you to control the animation speed of the noise effect, if the noise is animated.

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