---
title: "Bitmap"
canonical: "https://documentation.chaos.com/space/VBLD/117638712/Bitmap"
format: markdown
---
This page provides information about the Bitmap node in V-Ray for Blender.  Overview The Bitmap node can be used to load high dynamic range images (HDRI) or other file formats. Once you attach your desired file, its name is displayed above the node. UI Path:  ||V-Ray Node Editor|| >  Shader  >  Add  >  Textures  >  V-Ray Bitmap Node Input Sockets Mapping  –  Allows a  UVW Mapping , or a  UVW Randomizer  node to be connected to determine the mapping of the ramp. Bitmap Parameters Image  – Specifies the file name from which the bitmap is loaded. Currently supported formats are HDR, EXR, PNG, BMP, TGA, SGI, JPG, PIC, TIF, PSD, VRIMG, UDIM, UVTILE, IFL. Image sequences are also supported. Once a file (or files) is added, you are allowed to save the data or to unlink the data (   ). When the  Use External Image  option is enabled, this field becomes  File , where you can enter the directory to your local image file. Source  – This option is only available when an image sequence is uploaded. Determines how the image sequence is interpreted. Single Image  – Interprets only the first image from the sequence. Image Sequence  – Interprets the images as an animation sequence. Additional options become available to adjust the animation. UDIM Tiles  – Interprets the images as UDIM tiles. The number of tiles is also shown. Frames  (Image sequences only) – Determines the number of images from the sequence to use for the animation. Click on the   button to re-calculate the number of frames based on the uploaded image. Start Frame  (Image sequences only) – Determines at which frame the animation begins. Offset  (Image sequences only) – Determines an offset for the beginning of the animation. Cyclic  (Image sequences only) – When enabled, the animation loops back to it beginning when it reaches the last frame. Use External Image  – Allows you to enter the directory for an image from your system and use it for the Bitmap, without loading the image into Blender. You can specify user attributes between  < >  brackets. At render time, V-Ray takes the attribute name and looks it up in the shaded object's User Attributes to determine the value of the attribute. This allows a single V-Ray Bitmap to use different files on different scene objects. For example, you have two textures named  body_diffuse.png  and  head_diffuse.png . You could specify the file name in the Bitmap as C:\path\	o\	exture\ <objtag> _diffuse.png and then for the objects that use the material, in their User Attributes rollout, add a User Attribute String called  objtag  with values  head  and  body . Then, during rendering, V-Ray will attempt to load and use the texture file C:\path\	o\	exture\ head _diffuse.png for the first object and C:\path\	o\	exture\ body _diffuse.png on the second.  See the  User Attributes  page for more information . Filter  – Specifies the V-Ray internal texture filtering method. Possible values are: Nearest  –  The nearest texel from the map is taken without any interpolation.  No filtering  – No filter is applied. Mip-map filtering  – Applies a Mip-map filter. Summed are table filtering  – Pyramidal Mip-map filtering is used to compute the texture color. Can be blurry for textures seen at grazing angles.  Elliptical filtering  – High-quality anisotropic MIP-map texture filtering that reduces blurring and aliasing artifacts. Sharp mip-map filtering  – Sharper but slower method in comparison to the Mip-map. Interpolation  – Determines how the image is interpolated from the pixel values. Possible values are: Bilinear  – Image values are interpolated from four pixels in the bitmap. This is the fastest interpolation method, but the result is not continuous (non-smooth) and may produce artifacts when the map is used for displacement or bump mapping. Bicubic  – Image values are interpolated from sixteen pixels in the bitmap. This is the slowest method, but the results are smooth without too much blur. Biquadratic  – Image values are interpolated from nine pixels in the bitmap. This method is faster than the  Bicubic  interpolation but may smooth the image too much.  3dsMax auto  – Interpolation type is chosen automatically, depending on the bitmap format to match the behavior of the standard texture. For HDR and EXR images, the interpolation is  Bilinear , and for all other formats -  Bicubic . Filter Blur  –  Additional multiplier that controls filter blurring, especially useful with the mapping source feature . The higher the value, the more blurred the texture renders and the less render time it takes, and vice versa. A value of 0.01 means no filtering but leads to increased render times. Transfer Function  – Specifies the transfer function for the loaded image file. We recommend keeping this parameter at  Auto ,  unless you know what you are doing. Linear  – Linear transfer function is applied to the loaded image.  This does not correct any lights or colors. It is good for 16-bit image formats like  .exr  and some  .tiff  files. Gamma corrected   – The transfer function is controlled through the  Gamma  parameter. sRGB   – sRGB transfer function is applied to the loaded image, good for standard image-compressing formats, like  .jpg  and  .png . Auto  – Automatically determines the color transfer function. If a bitmap file name contains the string "_srgb" the transfer function is sRGB. If a bitmap file name contains the strings "_lin_srgb" or "raw", no correction is applied. For bitmap files with 8 bits per color component and 3 or 4 color components (like png, jpg, and others), the transfer function is sRGB. In all other cases, no correction is applied. Gamma  – A gamma correction value for the image. For example, if the bitmap was saved to disk with a 2.2 gamma correction, you need to enter 0.4545 to remove that correction for the rendering. Color Space  – Allows manual overriding of the RGB primaries of the bitmap. The RGB primaries determine the color gamut, i.e., how much of the CIE XYZ color space is included, or the color space. Raw  – No transformation is applied to R|G|B colors. This option is suitable for normal maps, bump, displacement, and those that do not require any color corrections. sRGB  – The loaded image is considered in sRGB color space. ACEScg  – The loaded image is considered in ACEScg color space. Allow Negative Colors  – If disabled, negative colors are clamped. Enable to allow negative colors. no file uploaded Image sequence or UDIM file uploaded Color Parameters Color Mult  – Specifies a multiplier for the imported image file. Color Offset  –  Adjusts the correction of the color offset RGB. Invert Color  – Inverts the colors of the Bitmap. Alpha Alpha Source  – Specifies what the alpha source is: Bitmap alpha  – The alpha channel is drawn from the texture. Color intensity/luminance  – Alpha is generated from pixel intensity. Force opaque  – The Alpha channel is fully opaque. Alpha Mult  – Specifies a multiplier for the texture alpha. Alpha Offset  – Specifies an additional offset for the texture alpha. Invert Alpha  – When enabled and  Invert Color  is also on, the resulting texture alpha is inverted as well. Mapping Placement  – Specifies the way the valid portion of the texture is applied: Full – Uses the full valid portion of the texture. Crop  – Crop the texture or reduce its size for custom placement. Cropping a texture means reducing it to a smaller rectangular area than it originally had. Cropping doesn't change the scale of the texture. Place  – Scale the map and place it anywhere within its tile. Placing can change the texture's scale but shows the entire texture. Tilling  – Specifies the way the texture 'tiles' or repeats along the surface of the object: No tiling  – No tilling is applied. Tile in UV  – Tiling is applied in bot the U and V axes. Tile in U  – Horizontal tiling is applied. Tile in V  – Vertical tiling is applied. Tile in UV - No Filter  – This mode tiles the texture in both the U and V axes, but no texture filtering is applied. Texture filtering blurs the bitmap, hiding imperfections and reducing render time. Tile U / V  –  Adjusts the texture location - specifies the location of the top left corner of the image. Only available for the  Place  placement. Jitter  – Determines the amount of randomization of the texture placement.  Only available for the  Place  placement. UV Noise UV Noise On  – Enables the UV noise. UV Noise Amount  –  Specifies the UV noise amount. UV Noise Levels  – Specifies the UV noise iterations. UV Noise Size  – Specifies the UV noise size. Animate UV Noise  – When enabled, the noise is animated. UV Noise Phase  – Specifies the UV noise phase.