![c4d hdri c4d hdri](https://webtwoclub.files.wordpress.com/2011/12/hdri-lighting-jgp.jpg)
Image file lists in the form of IFL files are also supported.įilter – Specifies the V-Ray internal texture filtering method. Currently supported formats are HDR, EXR, PNG, BMP, TGA, SGI, JPG, PIC, TIF, PSD, VRIMG. Suppose that TEX_PATH is set to c:\textures and PROJ_FOLDER is set to proj1, then the final bitmap file name will be expanded as c:\textures\proj1\mytexture.exrīitmap – Specifies the file name from which the bitmap is loaded.
![c4d hdri c4d hdri](https://images.squarespace-cdn.com/content/v1/5242bb93e4b0a1010e95c699/1380537657229-LYNGKW38OG342D1QZZV8/image-asset.jpeg)
You can include environment variables in the form $\mytexture.exr, then V-Ray will look up the environment variables TEX_PATH and PROJ_FOLDER and replace the tags with their values. To use the frameNum tag, just add to your texture filename.įor example, if the first image in the sequence is located at C:\textures\, change the string to C:\textures\myImage.png and V-Ray will look for an image that corresponds to each frame within the animation range. V-Ray loads a sequence from the same path. The frameNum tag can be used to specify an image sequence. You can put a number right after the $ sign to specify how many digits you want in the resulting tile coordinates, for example my_texture_$2U_$2V.exr is expanded to my_texture_01_01.exr and so on. You can use lower-case tags to make the tile coordinates start from zero, instead of 1, for example my_texture_$u_$v.exr becomes my_texture_0_0.exr and so on. For example, if the file name is specified as my_texture_$U_$V.exr, this becomes my_texture_1_1.exr and so on. Each of them is expanded to the respective 1-based coordinate of the tile. You can also specify the u and v coordinates of the tiles separately by using the $U and $V tags. Upper-case tags usually assume the tile coordinates start from 1, whereas lower-case tags assume the tiles start from 0. For example, the UV tile x (1,1) has coordinates (0,0), the UV tile x (2,1) has coordinates (1,0) and so on. In the following section, we assume that each UV tile has unique integer coordinates (u,v) based on the integer part of the UVs inside it. This is done by using special tags in the file name, which are replaced at render time with a particular string based on the UVs of the current shading point. There are several ways to specify the correct file for each tile, and in each case, a different format for the file name is used in the File node. For example, one file may be used for UVs in the range x (1,1), another file may be used for UVs in x (2,1) and so on. Some modeling applications allow to specify a different bitmap file for different portions of a model based on the UV coordinates of that model. VRayBitmap allows the use of named tags enclosed with the characters, which are replaced at render time with other strings. Tags and Environment Variables in Bitmap Names This means that tiled 8-bit TIFF textures are smaller on the disk and take up less RAM while rendering. Tiled TIFF files have the advantage that they can store 8-bit color components, whereas OpenEXR stores at least 16 bits. Conversion to tiled TIFF can be done using the maketx tool from the OpenImageIO library. You can also convert all files in a scene using the V-Ray Bitmap to VRayBitmap converter script. You can convert many common image file formats to tiled OpenEXR files using the img2tiledexr tool. This allows V-Ray to load only the parts of the textures that are needed for the rendering. Tiled OpenEXR and TIFF files allow only portions of the textures to be loaded at various resolutions. This texture can also be used to efficiently load tiled OpenEXR and tiled TIFF files (tiled TIFF files usually have a.