Output
RGBA
Synopsis
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.
filename
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.swrap
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.twrap
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
.
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Periodic (default)
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Black
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Clamp
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Mirror
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Missing
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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'.
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OpenEXR file that has the file wrap modes set to 'periodic, clamp'
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Wrap: Periodic (artifact visible at pole of sphere)
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Wrap: File (artifact is gone)
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sscale
Scales the image.tscale
Scales the image.
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Scale U: 1, Scale V: 1 (default)
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Scale U: 2, Scale V: 2
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sflip
Flip (mirror) the image in the horizontal direction.
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Disabled (default)
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Enabled
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tflip
Flip (mirror) the image in the vertical direction.
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Disabled (default)
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Enabled
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swap_st
Swaps the axes.
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Disabled (default)
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Enabled
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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.
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Single Channel
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start_channel
This allows you to offset the lookup channel.
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0 (default)
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1
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2
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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.
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0 (default)
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5
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multiply
Multiplies the image by a constant.
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White (default)
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Blue
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offset
Uniformly darkens or lightens the texture.
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0 (default)
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0.75
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uvset
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".uvcoords
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.soffset
Offsets the image in the U direction. This offset takes place before scaling, flipping, or swapping of the S and T coordinates.
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0 (default)
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0.5
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toffset
Offsets the image in the V direction. This offset takes place before scaling, flipping, or swapping of the S and T coordinates.
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0 (default)
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0.5
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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.Pepe model by Daniel M. Lara (Pepeland).