The Image Tiles texture sets up a UV tile grid similar to UDIM image tile formats. These tile formats are generated in modeling and texturing applications.
Figure 1: Creating an Image Tile node creates a Node network consisting of a MultiTile and 2D Transform node
Tiles Source - Reads the tile Images from the MultiTile or grid. This parameter synchronizes with the Global Settings.
Standard Texture - Selects the standard Texture to use as the tile source and to display in the Viewport.
Load As Color Type - Controls the color format to load the TexturesTextures are used to add details to a surface. Textures can be procedural or imported raster files..
Grid Size - Determines the Image tile grid's size. This parameter is active if Tile Source is set to Tile Grid.
Channel Format - Indicates the preferred channel format for loading images. Floating point options are ignored for 8-bit images. This parameter is disabled if Tile Source is set to Tile Grid.
Layer Options - Selects specific layers if the Image has multiple layers.
Power - Controls the Image's brightness. Lower values make the Image darker on the surface.
GammaThe function or attribute used to code or decode luminance for common displays. The computer graphics industry has set a standard gamma setting of 2.2 making it the most common default for 3D modelling and rendering applications. - Controls the input Image's luminance, and can tune or color-correct the image if needed.
Invert - Inverts the Image's color values.
UV Transform - Accepts any Transformation node to control the surface texture's position, rotation, and scale.
Projection - This input accepts an OctaneRender® Projection node. If nothing is connected to this input, the Image texture uses the surface’s UV texture coordinates by default.
Empty Tile Color - This color's use depends on the primary usage of the Texture map. For instance, set this parameter to white if the Texture map is used for Opacity.