Ai Image

 

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.

Image Name

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

Filter

Texel interpolation method used to filter the rendered image file. 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.

Multiply

Multiplies the image by a constant.

Offset

Uniformly darkens or lightens the texture.

Auto-Generate TX Textures

A toggle to disable auto-generation of .tx textures. More information can be found here.

Ignore Missing Tiles

If the file corresponding to an 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 tile color' instead.

Missing Tile Color

If the file corresponding to an 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 tile color' instead.

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, specially in scenes with many, high-resolution textures.

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

Offsets the image in the V direction. This offset takes place before scaling, flipping, or swapping of the S and T coordinates. 


Wrap U

Controls how a texture repeats 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 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'.

'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 afterwors. 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 latlong 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 U

Flip (mirror) the image in the horizontal direction.

Flip V

Flip (mirror) the image in the vertical direction.

Swap UV

Swaps the axes.

 

 

 

Pepe model by Daniel M. Lara (Pepeland)

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