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Status Pending
Integration V-Ray for 3ds Max
Categories Materials & Maps
Created by Andrei Mikhalenka
Created on Apr 21, 2026

Support custom UV space in VrayBitmap

Is it possible to add support for using a custom UV space in VrayBitmap?

For example, I have tile geometry with a UV gradient, and I would like to use that UV gradient to drive the placement of a VrayBitmap texture.

At the moment, I was only able to make this work through OSL Bitmap Lookup, but that is much less convenient than using VrayBitmap directly.

It would be very useful if VrayBitmap could read and use custom UV coordinates or UV-based gradients in the same way, without requiring an OSL workaround. or even possibility to combine thise custom UV space with UVW randomize, so then we can override UV postiion with texture, and randomize it already as usually

Why this would help:

  • simpler and cleaner shader setup

  • easier workflow for tile-based texturing

  • no need to replace VrayBitmap with OSL just for custom UV control

  • Andrei Mikhalenka
    Apr 21, 2026

    I have now built a workaround in V-Ray for Houdini that demonstrates the workflow I mean:

    1. I create two gradients and combine them into a single texture that acts as a custom UV map.

    2. I feed this texture into Bercon Tiles with Tile UV enabled, so the custom UV is fitted individually inside each tile.

    3. I then split this result and build actual UV coordinates with UVWGenExplicit.

    4. After that, I add UVRandomizer to randomize these newly created custom UVs.

    5. Finally, I use this generated UVW mapping as the UVWGen input for VrayBitmap.

    Why this is useful:
    This makes it possible to keep:

    • one main UV set on the object

    • a separate per-tile UV space for textures inside Bercon Tiles

    That is important because textures can then be fitted per tile, instead of being driven only by the object’s original UVs.

    The main advantage is that once this custom per-tile UV space is created, it can be reused across multiple VrayBitmap nodes for:

    • diffuse / albedo

    • bump

    • roughness

    • and other texture channels

    So instead of duplicating the Bercon Tiles setup for every channel, everything can be controlled from one place. This makes the shader setup much cleaner, easier to manage, and more efficient.