---
title: "V-Ray Image File"
canonical: "https://documentation.chaos.com/space/VRAYHOUDINI/113279725/V-Ray%20Image%20File"
format: markdown
---
> Macro (refined-tabs)
> 
> > Macro (refined-tab)
> 
> **UV Name** – The name of the UV channel that is used.
> 
> **Repeat U** – Multiplier for U values.
> 
> **Repeat V** – Multiplier for V values.
> 
> **Coverage U** – U values are remapped to *1.0*.
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> **Coverage V** – V values are remapped to *1.0*.
> 
> **Translate Frame U** – Translates the frame in U direction after applying rotate_frame (and before wrap, coverage, clamp).
> 
> **Translate Frame V** – Translates the frame in V direction after applying rotate_frame (and before wrap, coverage, clamp).
> 
> **Rotate Frame** – Rotates the frame after applying UV noise.
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> **Rotate UV** – Rotates the UVs after mirroring.
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> **Offset U** – Offset added to U before mirroring (after wrap, coverage, clamp).
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> **Offset V** – Offset added to V before mirroring (after wrap, coverage, clamp).
> 
> **Noise U** – Noise magnitude multiplier in U direction.
> 
> **Nose V** – Noise magnitude multiplier in V direction.
> 
> **Mirror U** – When enabled, every other tile outside the [0;1] range is mirrored in U.
> 
> **Mirror V** – When enabled, every other tile outside the [0;1]  range is mirrored in V.
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> **Wrap U** – When enabled, U values outside the [0;1] range wrap back to [0;1].
> 
> **Wrap V** – When enabled, V values outside the [0;1] range wrap back to [0;1].
> 
> **Stagger** – When enabled, tiles in the V direction add *+0.5* to the U value for a 'staggering' effect.
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> 
> ![image](media://ed6fbe05-ec2e-4805-b6d6-e8efeb0fd5be)
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> > Macro (refined-tab)
> 
> **Mapping Type** – Specifies the type and shape of the texture among *Spherical*, *Angular*, *Cubic*, *Mirror* *Ball* and *Screen*.
> 
> **Horizontal Flip** – Flips the environment horizontally. 
> 
> **Vertical Flip** – Flips the environment vertically. 
> 
> **Horizontal Rotation** – Specifies the horizontal rotation (left and right).
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> **Vertical Rotation** – Specifies the vertical rotation (up and down).
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> **Texture Rotation** – Specifies the texture rotation.
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> **Wrap U** – If true, U values outside the [0;1] range wrap back to [0;1]. You can choose between the *No Wrapping*, *Wrap* and *Mirror* *Tile* options.
> 
> **Wrap V** – If true, V values outside the [0;1] range wrap back to [0;1]. You can choose between the *No Wrapping*, *Wrap* and *Mirror* *Tile* options.
> 
> **Wrap X** – If true, X values outside the [0;1] range wrap back to [0;1]. You can choose between the *No Wrapping*, *Wrap* and *Mirror* *Tile* options.
> 
> **Crop U** – When enabled, crops in the U direction.
> 
> **Crop V** – When enabled, crops in the V direction.
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> **Crop W** – When enabled, crops in the W direction.
> 
> **DUVW Scale** – Additional scale factor for the texture derivatives.
> 
> **Ground **– Enables ground projection of the texture.
> 
> **Ground Radius** – Specifies a projection radius. Can be used to control the scale of the projection. 
> 
> **Ground Position** – Ground projection center position when ground_on=1.
> 
> 
> ![image](media://756ef193-11ff-4612-bc16-197df159a76b)
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> 
> > Macro (refined-tab)
> 
> **U** – Specifies an explicit U input to replace the U value from shaded geometry.
> 
> **V** – Specifies an explicit V input to replace the V value from shaded geometry.
> 
> **W** – Specifies an explicit W input to replace the W value from shaded geometry.
> 
> 
> ![image](media://859823e6-2ecf-45c7-bbc2-cd57007bd80d)
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> > Macro (refined-tab)
> 
> **Channel Index** – Index of the mapping channel that is used.
> 
> **Wrap U/V/W** – If true, U/V/W values outside the [0;1] range wrap back to [0;1]. You can choose between the *No Wrapping*, *Wrap* and *Mirror* *Tile* options.
> 
> **Crop U** – When enabled, crops in the U direction.
> 
> **Crop V** – When enabled, crops in the V direction.
> 
> **Crop W** – When enabled, crops in the W direction.
> 
> **Coverage** – Specifies the uvw coordinates for the specified channel at the current shading point.
> 
> **Wrap Mode** – Specifies the wrap mode. You can choose between *On 0.5 Boundary* and *On Integer Boundary*.
> 
> **UV Derivatives Scale** – Additional scale factor for the texture derivatives.
> 
> **Use Double Sided Mode** – When enabled, the uvw_channel is used for front-side and uvw_channel+1 is used for back-side contexts.
> 
> 
> ![image](media://685570c1-0349-4548-9608-67cf2723c00d)
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> 
> 
> > Macro (refined-tab)
> 
> **UV Derivatives Scale** – Additional scale factor for the texture derivatives.
> 
> 
> ![image](media://9473c6fd-7d45-4692-aeac-b97921df12ed)
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> 
> 
> 
> > Macro (refined-tab)
> 
> **Wrap U/V/W** – If true, U/V/W values outside the [0;1] range wrap back to [0;1]. You can choose between the *No Wrapping*, *Wrap* and *Mirror* *Tile* options.
> 
> **Crop U/V/W** – When enabled, crops in the corresponding direction.
> 
> **Coverage** – Specifies the uvw coordinates for the specified channel at the current shading point.
> 
> **Wrap Mode** – Specifies the wrap mode. You can choose between *On 0.5 Boundary* and *On Integer Boundary*.
> 
> **UV Derivatives Scale** – Additional scale factor for the texture derivatives.
> 
> 
> ![image](media://78ef1c35-1599-4748-90f4-35ccf4d3dd94)
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> 
> 
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> > Macro (refined-tab)
> 
> **Wrap U/V/W **– If true, U/V/W values outside the [0;1] range wrap back to [0;1]. You can choose between the *No Wrapping*, *Wrap* and *Mirror* *Tile* options.
> 
> **Crop U/V/W** – When enabled, crops in the corresponding direction.
> 
> **Coverage** – Specifies the uvw coordinates for the specified channel at the current shading point.
> 
> **Wrap Mode** – Specifies the wrap mode. You can choose between *On 0.5 Boundary* and *On Integer Boundary*.
> 
> **UV Derivatives Scale** – Additional scale factor for the texture derivatives.
> 
> 
> ![image](media://523d4878-bb97-4e38-9b8f-83cab7470840)
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> > Macro (refined-tab)
> 
> **Type** – Specifies the mapping type.
> 
> - **None**
> - **Planar**
> - **Spherical**
> - **Cylindrical**
> - **Ball**
> - **Cubic**
> - **Tri-Planar**
> - **Perspective**
> 
> **Projection Camera **– Specifies which camera to be used when the **Perspective** mode is selected.
> 
> **Projection Camera (LOP) **– Same as Projection Camera ac:parameter but for use in the LOP context.
> 
> - **Fit Fill** – Specifies how the projection is fitted.
> - **Fit Fill** – Fitted to fill the space.
> - **Horizontal **– Fitted horizontally.
> 
> **Fit Fill** – Specifies how to fit the projection. You can choose from* Fit Fill, Vertical and Horizontal.*
> 
> **Fit Type** – Provides control over the texture scaling for the **Perspective** projection type.
> 
> - **None **– The image is kept uniformly scaled, and one of its axes is resized proportionally to the camera settings aspect ratio (based on the Fit Fill settings) to fit it inside the camera view.
> - **Match Camera Film Gate **– The image is squeezed to fit into the camera view.
> - **Match Camera Resolution **– The image is scaled to match the camera resolution.
> 
> **Use Resolution from Projection Camera** – When disabled, the resolution of the render camera is picked up and the image is stretched/skewed based on the aspect ratio. When enabled, the resolution of the projection camera specified in the Camera ac:parameter is used. This ac:parameter is available only when Texture Fit is set to **Match Camera Resolution**.
> 
> **U Angle** – Specifies the angle that corresponds to U=1 when the **Spherical** mode is selected.
> 
> **V Angle** – Specifies the angle that corresponds to V=1 when the **Spherical** mode is selected.
> 
> **Film Gate W** – Specifies the film gate width when the **Perspective** mode is selected.
> 
> **Film Gate H** – Specifies the film gate height when the **Perspective** mode is selected.
> 
> **Hide Backface** – When disabled, it projects on back faces of polygons when the **Perspective** mode is selected. Enable to ignore back faces projection.
> 
> **Hide Occluded** – When disabled, it projects on occluded points when the **Perspective** mode is selected. Enable to ignore occluded points projection.
> 
> **Object Space** – When enabled, the projection is applied in the object space of the currently shaded geometry.
> 
> **Use Reference Points** – Uses reference mesh/rest inputs for projection calculations.
> 
> 
> ![image](media://77ac3640-c012-452c-92ce-5d0de47ed662)


> Macro (refined-tabs)
> 
> > Macro (refined-tab)
> 
> **Face** – Considers the face IDs of the object when feeding the data (color or texture) to the material.
> 
> **Particle** – Assigns random colors based on ParticleID.
> 
> **Instance** – Assigns random colors based on InstanceID (works for Alembic instances and VRayInstancer source objects).
> 
> **Render ID** – Assigns random colors based on RenderIDs.
> 
> **Object ID** – Considers the Object IDs of the object when feeding the data (color or texture) to the material.
> 
> **Node Handle** – Each node in Houdini is assigned a unique number (a handle) when it is created. This option generates the color index based on that node ID. It is useful because the node handle survives through scene editing - e.g. if you add/remove other objects, or rename them, you still get the same colors.
> 
> **Node Name** – Generates a color index based on the name of the node that the texture is applied to. This allows the color to remain consistent if the object is merged into another scene, or X-Ref'd, etc.
> 
> **Mesh Element** – Assigns random colors based on element (e.g. teapot lid, etc.) IDs of the object;
> 
> **Stochastic Tiling** – Changes the mapping based on the UV tile.
> 
> **Tile Blend** – Edge blending between adjacent tiles when UV Tile is enabled.
> 
> **Seed** – Changes the randomization pattern.
> 
> ![image](media://d8962fbe-586d-4dcf-b86a-a90d23d41b11)
> 
> 
> > Macro (refined-tab)
> 
> **U/V Offset** – Controls the position of the texture along the U or V axis.
> 
> **UV Rotation** – Rotates the texture along the U or V axis.
> 
> **U Scale** – Scales the texture along the U axis.
> 
> **Unlock V Scale** – When enabled, the V scale has variance. When disabled, the V scale is the same as the U scale.
> 
> **V Scale** – Scales the texture along the V axis.
> 
> ![image](media://56e7dd6e-2396-4fce-bb75-5223e7ef9aec)