This page provides information about the Bitmap node in V-Ray for Blender.
Overview
Parameters
Open – Specifies the file name, from which the bitmap is loaded. Currently supported formats are HDR, EXR, PNG, BMP, TGA, SGI, JPG, PIC, TIF, PSD, VRIMG. Image file lists in the form of IFL files are also supported.
Gamma – A gamma–correction value for the image. For example, if the bitmap was saved to disk with a 2.2 gamma correction, you need to enter 0.4545 to remove that correction for the rendering.
Interpolation – Determines how the image is interpolated from the pixel values. Possible values are:
Bilinear – Image values are interpolated from four pixels in the bitmap. This is the fastest interpolation method, but the result is not continuous (non-smooth) and may produce artifacts when the map is used for displacement or bump mapping.
Bicubic – Image values are interpolated from sixteen pixels in the bitmap. This is the slowest method, but the results are smooth without too much blur.
Biquadratic – Image values are interpolated from nine pixels in the bitmap. This method is faster than the Bicubic interpolation, but may smooth the image too much.
Filter Type – Specifies the V-Ray internal texture filtering method. Possible values are:
Nearest – The nearest texel from the map is taken without any interpolation.
No Filter – No filter is applied.
Mip-map – Applies a Mip-map filter.
Area – Applies an anti-aliasing area filter.
Elliptical – High-quality anisotropic MIP-map texture filtering that reduces blurring and aliasing artifacts.
Sharp mip-map – Sharper, but slower method in comparison to the Mip-map.
Filter Blur – Additional multiplier which controls filter blurring, especially useful with the mapping source feature. The higher the value, the more blurred the texture renders and the less render time it takes, and vice versa. A value of 0.01 means no filtering, but leads to increased render times.
Use Input Gamma –
Allow Negative Colors – If disabled, negative colors are clamped. Enable to allow negative colors.
Use Data Window –
Texture Settings
These controls allow the user to specify how the color and alpha of the resulting texture are derived.
Color
Invert – When enabled, inverts the resulting texture color.
Alpha
Alpha From – Specifies where the alpha channel is drawn from.
Bitmap Alpha – Alpha channel is drawn from the texture.
Color intensity/luminance – Alpha is generated from pixel intensity.
Force Opaque – Alpha channel is fully opaque.
Invert Alpha – When enabled, the resulting texture alpha is inverted as well.
Placement
Placement – Specifies the way the valid portion of the texture is applied.
Whole texture is valid – Uses the full valid portion of the texture.
Crop – Allows the user to specify a section of the texture using the parameters below.
Place – Allows the user to specify a section of the texture and how to place it using the parameters below.
According to the Tiling and Placement specified, the following parameters control the tiling of the U and V, the U and V and the width and height of the map.
Tiling in UV – Specifies whether the bitmap is tiled and the tiling method.
No tiling
Tile in UV
Tile in U
Tile in V
Tile in UV - No filter
UV Noise On – Enables noise for the texture.
Animate UV Noise – Enables the noise to be animated.
UV Noise Amount – Specifies the amount of noise to add to the texture.
UV Noise Levels – Specifies the amount of noise iterations.
UV Noise Size – Controls the scale of the noise.
UV Noise Phase – Controls the noise phase.
Animate UV noise –