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FileName – Specifies the The .ptx file to be used for the texture. Load the .ptex file from the Browse (...) button.

Cache size – The information in a PTex file is compressed for storage. In order to be used, it has to be uncompressed and stored in the RAM. This parameter controls how much memory (in MB) is available for the current texture. If the value is large enough for the whole texture, the information is extracted only once and is stored during the entire rendering. Otherwise, the information is constantly read from the hard drive, extracted, and used when necessary. Low value for this parameter may cause large PTex files to render slowly.

Filter type – Specifies the type of filtering that is going to be applied to the texture.

Filter width – Specifies the width of the filter.

Filter blur – Applies additional blur to the filter.

Filter sharpness – (Only available when the Filter type is Bicubic) Controls the amount of sharpening applied by the filter.

Interpolation between mipmap levels – A ptex texture may have several mipmap levels which are basically versions of the texture at different resolutions. This allows a higher resolution texture to be applied to parts of the object closer to the camera and a lower resolution version to be applied to parts of the object that are far away. When this option is enabled, V-Ray interpolates between different mipmap levels to create a smooth seamless texture in the end.

Anisotropic filtering – Enables anisotropic filtering which improves the rendering of textures when viewed at sharp angles.

Reverse vertex order – A ptex is generated for a specific mesh. Sometimes the program generating the ptex numbers the vertices of the mesh in a reverse order. When this happens, the object is not properly textured and enabling this option fixes the issue.

Auto color channels – A ptex may have an arbitrary number of channels and there is no sure way to determine which channel contains which information. When this option is enabled, V-Ray tries to select the correct channel for Red, Green, and Blue. When this option is off, the user manually specifies which channel contains which information.

Red/Green/Blue channel – Manually specifies the channel numbers for Red, Green, and Blue.

Alpha type – Specifies the mode in which alpha is applied.

Solid – Ignores all alpha information.
Alpha from texture – Takes the information for the alpha from the specified Alpha channel in the texture.
Alpha from luminance – Takes the alpha information from the Luminance of the RGB channels.

Auto alpha channel – When enabled, V-Ray automatically selects the alpha channel from the PTex file.

Alpha channel – Manually specifies which channel from the PTex file is the alpha channel.

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Time

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The options in this group deal with cases when the texture is animated through an IFL file.

IFL Start Frame – Specifies the frame at which the playback of the texture begins.

IFL End Condition – Specifies what happens when the final frame of an animated texture is reached.

Loop – Once the final frame is reached, the animation jumps back to the start frame.
Ping-pong – Once the final frame is reached, the animation is played backwards towards the start and continues looping in a Ping-pong manner.
Hold – The animation stops at the final frame.

IFL Playback Rate – A coefficient for the playback rate of the animated texture. It allows you to slow down or speed up the playback rate of the texture.

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