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Table of Contents

This page provides information about the Bitmap node in V-Ray for Cinema 4D.

 

Overview


The Bitmap node can be used to load high dynamic range images (HDRI) or other file formats.

 

 

Parameters


 

Bitmap  – 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.

Filter – Specifies the V-Ray internal texture filtering method. Possible values are:

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.

InterpolationDetermines 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 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.

Color Space – Specifies the color space for the loaded image file.

Linear  The bitmap data is already in physical linear space, so no correction required and none is performed. 
Gamma Corrected – The bitmap data is gamma corrected with the specified gamma value, so V-Ray needs to remove this gamma correction for rendering. 
sRGB  The bitmap data is in the sRGB color space, so V-Ray needs to convert it to linear physical space for rendering.

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.

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

 



Output


These controls allow the user to specify how the color and alpha of the resulting texture are derived.

Color Mult – Specifies a multiplier for the texture map color.

Color Offset – Color corrects the texture by adding the RGB color values specified here to the RGB color values in the texture.

Invert – When enabled, inverts the resulting texture color.

Alpha

Alpha Source – Specifies where the alpha channel is drawn from.

Alpha – Alpha channel is drawn from the texture.
Color 
– Alpha is generated from pixel intensity.
Opaque 
– Alpha channel is fully opaque.

Alpha Mult –  Specifies a multiplier for the texture map alpha.

Invert Alpha – When enabled, the resulting texture alpha is inverted as well.

Alpha Offset – Specifies an additional offset for the texture map alpha.

No UVs Color – Specifies a color for areas (objects) with no UVs.

 

 

Time


These options allow you to control animated textures. Currently it works only with IFL sequences.

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

Playback Rate – Controls the animation speed of the texture as fraction of the actual animation speed. A value of 1 means that the texture animation will run at regular speed. A value of 2 means that the texture animation will run twice as fast as the scene animation.

 

End Condition – Allows you to control what happens when the last frame of the animated texture is reached. The available options are:

 

Loop – The animation will start again from the frame specified in the Start Frame option;
Ping-pong – The animation will be played backwards until it reaches the frame specified in the Start Frame option and then play forward again;
Hold – The animation will stop at the last frame and it will be displayed until the end of the scene animation.

 


Mapping


 

Tile – Specifies whether the bitmap to be tiled and the tiling method.

No tiling
Tile in UV
Tile in U
Tile in V
Tile in UV - No filter

Placement Type – Specifies the way the valid portion of the texture is applied.

Full – 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 is 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.

Jitter – Controls the amount of random placement variation.

 

 

UV Noise


 

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.

 

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