The image node is a color shader that performs texture mapping using a specified image file. You can control the position, size, and rotation of this frame on the surface. You can control how the texture is tiled within the frame using the scale UV, flip, wrap, and swap attributes.
Preview
Preview of the selected image file. Move the mouse over the preview to get more details about the image, e.g. resolution, bit depth, color space.
Reload
Forces a refresh (reload from disk) of the texture. This is recommended when a texture has been changed and needs updating.
Edit
Opens the image in the editor associated with the given image type.
Locate
Opens the system default file browser (e.g. Windows Explorer on Windows) showing the folder of the image file.
Image attributes
Image Name
The image filename. UDIM token functionality is supported. For efficiency reasons, UDIM substitution is not supported if image.filename is linked. You could, however, use <attr:foo>.<UDIM>.tx in the image shader filename and have the path stored as the foo user attribute on the mesh instead.
Color Space
The colorspace to use for linearization when automatically generating .tx textures. You can specify which color space the texture is assumed to be in. The built-in value is ACES 1.0 SDR-video (sRGB). The default value 'auto'
will use sRGB
for integer (8 or 16 bit) formats and linear
otherwise.
Filter
Texel interpolation method used to filter the rendered image file. The options are closest, bilinear, bicubic, smart_bicubic, and the default is smart_bicubic. Cubic is slower but smoother, closest is faster but looks blocky when magnified.
Mip-Mapping Bias offsets the computed Mip-Map level from which the image is sampled. A negative value will force a larger Mip-Map level (clearer image); a positive value will force a smaller Mip-Map level (blurrier image). An example of mipmap image storage. The first image on the left is shown with filtered copies reduced in size.
Multiplies the image by a constant.
Uniformly darkens or lightens the texture.
Read and outputs only the first channel of the image (which is usually R). You can force other channels by defining Start Channel.
This allows you to offset the lookup channel.
Ignore Missing Textures
If the file corresponding to a UDIM tile is not found then by default, the render will give an error and not progress. If this option is checked, then it will not give an error and display the 'missing texture color' instead.
Missing Texture Color
Returns the chosen color when the UVs are out of the [0,1] range.
UV Coordinates
UV Set
A string with the name of the UV set to use to sample the image. By default, when the uvset parameter is empty, the primary UV set in the polymesh will be used. Example: If you have created a UV set in a polymesh node called "UVset2", then you can use it by setting the uvset parameter to "UVset2".
UV Coords
If uv coords are linked to a shader, the evaluation of the parameter will be used as the UV coordinates to sample the image, instead of the polymesh ones. Texture derivatives are not computed in this scenario, destroying texture mapping performance, especially in scenes with many, high-resolution textures.
Wrap U
Controls how a texture repeats in the U direction on a large surface. Choose between periodic, black, clamp, mirror and file. The default wrap mode is 'periodic'. The default wrap mode for tiles (UDIM, etc) is 'mirror'. See below.
Wrap V
Controls how a texture repeats in the V direction on a large surface. Choose between Periodic, Black, Clamp, Mirror and File. The default wrap mode is Periodic. The default wrap mode for tiles (UDIM, etc) is Mirror. The Missing wrap mode works similarly to Black, however, lookups to the File wrap mode uses the wrap setting encoded in the file itself (only applies to OpenEXR files). This is useful to preserve information about how a texture should wrap without manual correction afterward. In certain cases, 'file' mode can prevent edges. For that, to work you will need to make the correct choice when you generate mipmaps with 'maketx'. image
shader that are outside of the texture will use the missing_texture_color
.
Scale U
Flip (mirror) the image in the vertical direction.
Offset U
Offsets the image in the U direction. This offset takes place before scaling, flipping, or swapping of the S and T coordinates.
Offset V
Swaps the axes.