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This page provides information on the V-Ray Bitmap Texture.
Overview
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Tiled OpenEXR and TIFF Files
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Upper-case tags usually assume the tile coordinates start from 1, whereas lower-case tags assume the tiles start from 0.
Mari Tiles and the <UDIM> Tag
Mari forms the file name of textures using a four-digit number equal to 1000+(u+1+v*10). So the UV tile [0,0] x (1,1) is assigned the number 1001, UV tile [0,1] x (1,2) is assigned 1011 and so on. To specify a Mari-style tiled texture, use the <UDIM> tag in the file name, which is then replaced with the respective four digits, for example, my_texture_<UDIM>.exr becomes my_texture_1001.exr and so on during rendering.
Mudbox Tiles and the <UVTILE> Tag
Mudbox can form the file name in many ways, but the default format is to use _uU_vV in the file name where U=u+1 and V=v+1 are the tile coordinates plus one. So the UV tile [0,0] x (1,1) is marked with _u1_v1, UV tile [0,1] x (1,2) is marked with _u1_v2 and so on. To specify this format, use the <UVTILE> tag in the file name. If you use lower case letters <uvtile> , then the tile coordinates will start from 0, instead of one, so tile [0,0] x (1,1) will be resolved to _u0_v0 and so on. For example, my_texture<UVTILE>.exr becomes my_texture_u1_v1.exr and so on during rendering.
The $U and $V Tags
You can also specify the u and v coordinates of the tiles separately by using the $U and $V tags. Each of them is expanded to the respective 1-based coordinate of the tile. For example, if the file name is specified as my_texture_$U_$V.exr, this becomes my_texture_1_1.exr and so on. You can use lower-case tags to make the tile coordinates start from zero, instead of 1, for example my_texture_$u_$v.exr becomes my_texture_0_0.exr and so on.
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