Page Contents




The Bitmap texture allows a bitmap image to be applied as a texture.



File – Specifies the file from which the bitmap will be loaded.

Filter Type – Specifies a type of filter to be applied to the bitmap.

No Filter – No filter will be applied. 
 – Applies a mip-map filter.
Summed-area – Applies a summed-area filter.

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

Color Space – Specifies the type of color space used by the bitmap.

Screen Space (sRGB)
Rendering Space (Linear)
Custom Gamma Curve

Gamma – Specifies the gamma correction to be applied when Color Space is set to Custom Gamma Curve.



Color Manipulation



Invert Texture – Inverts the RGB texture values.

Invert Alpha – When enabled, inverts the bitmap alpha values. 

Alpha from Intensity – Uses the texture RGB intensity/luminance as alpha channel.

Color Gain – Corrects the color of the texture by multiplying the RGB color values specified here with the RGB color values of the texture. A texture map can be assigned here.

Color Offset – Corrects the color of the texture by adding the RGB color values specified here to the RGB color values of the texture. A texture map can be assigned here.

Default Color – Specifies a default color for polygons with no valid UVs. In case the map is not a tiled one, the default color will be used outside the texture borders.


Placement – Specifies the type of placement to be used.

Whole Texture – Uses the whole bitmap.
Crop – Uses a section of the bitmap.
Place – Adjusts of the position of the image.

Width/ Height  – Specifies the width/height of the map. A value of 1 specifies the full width/height. 

Jitter Placement – Specifies the amount of displacement to be applied in order to produce better anti-aliasing.


UV Noise



UV Noise – Enables or disables UV Noise. 

Amount – Controls the amount of noise.

Size – Controls the scale of the noise function.

Levels – Controls the noise color distribution.




Texture Placement


Type – Controls how the texture will be positioned on the geometry. 

2D (UV Channel) – The texture will use the object UV coordinates. 
– This mode is applicable if the map is connected to an Environment slot or a Dome light. 


2D (UV Channel)

UV Channel/Set – Specifies the index of the mapping channel data to use. A value of -1 will take the first available channel. 

Repeat U/V – Determines how many times the texture will be repeated in the 0 to 1 UV square.

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 will be used outside the 0 to 1 UV square. 

Mirror U/V  – Mirrors the texture in the U and V direction separately. The option will cut the texture in the half flipping one side vertically or horizontally. This can be used to avoid seams in-between non-tileable repeated textures. 

Double-sided – Enables both sides of the object to be affected by the UVW data. 



Mapping – Specifies the type and shape of the texture. 

Mirror Ball

Rotate H – Specifies the amount to adjust the texture's horizontal rotation. 

Flip H – Flips the environment sphere horizontally.  

Rotate V – Specifies the amount to adjust the texture's horizontal or vertical rotation.  

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. 

Raduis – Specifies a projection radius. Can be used to control the scale of the projection.  

2d Transformation – see 2D (UV channel) parameters.