Ai Image

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The 'Image' node is a color shader which 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.

If you want to use tiled textures, you need to use the Maya file node and not the Ai Image node. Ai Image only supports UDIM tokens.

Image Name

The image filename. UDIM token functionality is supported. For efficiency reasons, UDIM substitution is not supported if image.filename is linked.


Texel interpolation method used to filter the rendered image file. The options are closest, bilinear, bicubic, smart_bicubicand the default is smart_bicubic. Cubic is slower but smoother, closest is faster but looks blocky when magnified.

Mipmap Bias

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.

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 image shader that are outside of the texture will use the missing_texture_color.

'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'. 

The example below shows an OpenEXR file used as a lat-long skydome that has the file wrap modes set to 'periodic, clamp'. Generating mip maps with this mode prevents artifacts at the sphere poles. When you leave wrap modes with their default values (periodic, periodic), you can see a dot at the top of the sphere. However, if you set wrap modes to 'file' (and use a file that has the correct wrap modes in the metadata), the dot will no longer be visible.


Scale U

Scales the image.

Scale V

Scales the image.

Flip (mirror) the image in the horizontal direction.

Flip V

Flip (mirror) the image in the vertical direction.

Swap UV

Swaps the axes.

Single Channel

Read and outputs only the first channel of the image (which is usually R). You can force other channels by defining Start Channel.

Start Channel

Allows you to offset the lookup channel.

Ignore Missing Tiles

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Missing Tile Color

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