RGBAThe 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.
For efficiency reasons, UDIM substitution is not supported if image.filename is linked.The colorspace to use for linearization when automatically generating .tx textures. You can specify which color space the texture is assumed to be in. Built-in values are
Rec709. The default value '
sRGBfor integer (8 or 16 bit) formats and
linearotherwise.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.
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
image shader that are outside of the texture will use 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'.
Scales the image.
Flip (mirror) the image in the horizontal direction.
Flip (mirror) the image in the vertical direction.
Swaps the axes.
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.
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.
Offsets the image in the U direction. This offset takes place before scaling, flipping, or swapping of the S and T coordinates.
Offsets the image in the V direction. This offset takes place before scaling, flipping, or swapping of the S and T coordinates.
Returns the chosen color when the UVs are out of the [0,1] range.
Pepe model by Daniel M. Lara (Pepeland).