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The V-Ray MetaImageFile node is used to load a variety of image files.

 

UI Paths: ||mat Network|| > V-Ray> Ray Texture: File >  > V-Ray Image File

Image Added

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 Image Modified

 

 

Bitmap

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File – Specifies the file name to load. The name can contain <UDIM> or <UVTILE> tags for Mari or Mudbox tiles respectively, or $nU and $nV for explicit tiles. Note that lower-case tags consider the tiles as starting from 0 whereas upper-case tags start from 1.

UI Text Box
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V-Ray supports custom attributes in the File parameter, provided the attribute is specified either on the Geometry node itself, or placed on individual packed primitives. You can modify the File path with a custom string attribute "s@tex" with the following notation: "$HIP/texture_000<tex>.jpg".

When using this workflow, be sure to force V-Ray to export the attribute from the V-Ray Object Properties of the rendered object.

Filter – Specifies the type of filtering to apply to the image.

None – Does not apply any filtering.
Nearest
 – The nearest texel from the map is taken, without any interpolation. 
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

Interpolation – Specifies the interpolation method when using Mip-Map filtering.

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;
Quadratic
 – 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.

Blur – Specifies the strength of the blur filter applied to the bitmap.

Transfer Function – Specifies the color space for the loaded image file.

None – No correction is applied;
Inverse gamma  – The color space is controlled through the Gamma parameter.
sRGB  – The loaded image is considered in sRGB color space;
Auto – Automatically determines the color transfer function. If a bitmap file name contains the string "_srgb" the transfer function is sRGB. If a bitmap file name contains the strings "_lin_srgb" or "raw", no correction is applied. For bitmap files with 8 bits per color component and 3 or 4 color components (like png, jpg and other), the transfer function is sRGB. In all other cases, no correction is applied.

Gamma – A gamma–correction value for the image when the Transfer Function is set to Inverse Gamma. 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.

RGB Primaries – Allows for manual override of the RGB primaries of the bitmap.

Raw – No transformation is applied to R|G|B colors. This option is suitable for normal maps;
sRGB – The loaded image is considered in sRGB color space;
ACEScg – The loaded image is considered in ACEScg color space.

Allow Negative Colors – When disabled, negative colors are clamped. Enable to allow negative colors.

Use Data Window  When enabled, takes the data window information, e.g. in OpenEXR files.

Auto Transfer Function from filename – When enabled, automatically sets the Color Space based on file extension.

Override Frame Number

Enable – Enables the use of frame number overrides.

Playback Type – Controls what happens when the last frame of the animated texture is reached. The available options are:

Linear
Loop – The animation starts again from the frame specified in the Start option;
Ping-Pong – The animation is played backwards until it reaches the frame specified in the Start option and then play forward again;
Hold – The animation stops at the last frame and it is displayed until the end of the scene animation.
Range

Start – Specifies the beginning of the texture animation. The frame number specified here is played at the first frame of the scene animation.

Offset – Specifies the number of frames shifted between the animation and the time range.

Speed – Specifies the pace at which the animation plays. The default of 1 plays at the speed for which the animation was created.

Length – Specifies the number of frames used to play the animation.

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