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 other than UDIM or specific Maya tokens, you need to use the Maya file.
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. 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.
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 '
auto' will use
sRGB for integer (8 or 16 bit) formats and
Determines whether the color space attribute should be set when color management color space file rules are run.
A toggle to disable auto-generation of .tx textures. More information can be found here.
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.
Returns the chosen color when the UVs are out of the [0,1] range.
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".
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.
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.
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.
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
'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.
Scales the image.
Flip (mirror) the image in the horizontal direction.