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The Bitmap texture has a versatile use, allowing a bitmap image to be loaded as a texture.

The Bitmap texture settings are organized in Basic and Advanced modes. You can switch the mode from the toggle button under the Preview Swatch or globally from the Configuration rollout of the Settings tab.

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The Switch To Advanced Settings (Image Removed) toggle activates the Advance Settings mode, giving you access to a larger number of settings for modification of the Bitmap texture.

 

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Any texture can be replaced via the Replace With New Texture (Image Modified) button, which activates when you select the texture to be replaced. If the texture is an instance, all copies are changed as well.

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The Switch To Advanced Settings (Image Added) toggle activates the Advance Settings mode, giving you access to a larger number of settings for modification of the Bitmap texture.

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||V-Ray Asset Editor|| > Textures (right-click) > Bitmap

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Texture Placement


 

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Type – Controls how the texture is positioned on the geometry.

2D (UV Channel) – The texture uses the object UV coordinates.
Environment – This mode is applicable if the map is connected to an Environment slot or a Dome light.
Mapping Source – The texture uses an external UV placement source.

2D (UV Channel)


UV Channel/Set – Specifies the index of the mapping channel data to use. A value of 1 takes the first available channel. 

Repeat U/V – Determines how many times the texture is repeated in the 0 to 1 UV square.

Lock U/V Repeat – Locks the U/V Repeat.

Offset U/V – Controls the texture offset in the U and V direction. 

Rotate – Rotates the texture (in degrees). 

Tile U/V – Tiles the texture in the U and V direction. If the option is disabled, the Default texture color is used outside the 0 to 1 UV square. Default color is found in Parameters > Color Manipulation.

Mirror U/V  – Mirrors the texture in the U and V direction separately. The option cuts the texture in the half flipping one side vertically or horizontally. This can be used to avoid seams in-between non-tileable repeated textures. 

Environment


Mapping – Specifies the type and shape of the texture. 

Angular
Cubic
Spherical
Mirror Ball
Screen

Rotate H – Rotates the environment sphere horizontally. 

Flip H – Flips the environment sphere horizontally.  

Rotate V – Rotates the environment sphere vertically.

Flip V – Flips the environment sphere vertically. This option is active only in Spherical Mapping. 

Ground – Enables ground projection of the texture.  

Position X/Y/Z – Offsets the ground projection along the X/Y/Z axis. 

Radius – Specifies a projection radius. Can be used to control the scale of the projection.  

2d Transformation – see 2D (UV channel) parameters.

Mapping Source

UV Placement Source – External UV placement source to be used for the texture placement.

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2D (UV Channel)

Environment


Mapping Placement

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