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. Texture Remapping – Uses UVW values from a color texture or separate grayscale textures. 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.
Texture Remapping
Mode– Determines whether a single or multiple textures should be used for U and V texture coordinates remapping.
UV– The Red input texture channel determines the U sampling coordinate. The Green input texture channel determines the V coordinate.
U– The value of this texture determines the U sampling coordinate.
V– The value of this texture determines the V sampling coordinate.
Mapping Source
UV Placement Source – External UV placement source to be used for the texture placement.
Column
width
5%
Column
width
35%
2D (UV Channel)
Environment
Image Added
Texture Remapping
Mapping PlacementSource
Anchor
notes
notes
Anchor
1
1
Notes
...
Fancy Bullets
type
circle
Anchor
1
1
The Bitmap texture's transfer function (gamma curve correction) is automatically adjusted when it is created in any of the following material map slots:
Roughness
Highlight Glossiness
Reflection Glossiness
Fresnel IOR
Metalness
Refraction Glossiness
Refraction IOR
Opacity
Coat Amount
Coat Glossiness
Coat IOR
Coat Bump
Coat Bump Amount
Sheen Glossiness
Bump
Bump Amount
Copy-pasting, replacing or wrapping a texture does not trigger this automatic adjustment. It is reserved solely when creating a Bitmap in any of the specified material slots.