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This page provides information on the V-Ray Bitmap Texture.

 

Overview

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The VRayBitmap map can be used to load high dynamic range images (HDRI) and map them onto the environment. V-Ray supports most of the standard HDRI-environment mapping methods. This texture can also be used to load other file formats. 

 

UI Path: Texture

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 > V-Ray

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 > VRayBitmap

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Image Added



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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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 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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