Interpolation – Determines how we compute a color for a given UV coordinates from the bitmap. The bitmap is discrete - e.g. pixel has constant color, but the pixel has an area and UV coordinates tells us we want color from a given point. The color from such a point is computed from the surrounding pixels. Available interpolation modes are: Nearest (low quality, fastest) – It just finds the pixel closest to the UV coordinate and returns the color. Bilinear (faster) – Finds four closest pixels to the UV coordinate and mixes their color depending on how close they are to the UV coordinate. Bicubic (smoother) – Similar to bilinear, but includes even more pixels in the color computation. File – This slot allows selecting the texture bitmap using the standard file browser. Color profile – This parameter allows the selection of the color profile that is applied to the texture map. Embedded – Allows using the color profile included in the texture bitmap. Linear – Changes the color profile to Linear mode. sRGB – Changes the color profile to sRGB. Manual Gamma – Allows to set the Input Gamma value. Input Gamma – This parameter allows defining the input gamma value applied to the texture map. Exposure – This parameter allows adjusting the exposure applied to the texture map |