Table of Contents

This page provides information about the Cloth texture in V-Ray for Blender. 


Overview


The Cloth texture map can be used to generate a procedural cloth texture. It gives a high level of control making it an easy matter to produce the look of a loose or close weaved cloth. It also allows control over the amount of random weave distortion and its channels can be connected to texture maps.


UI Path: ||V-Ray Node Editor|| > Shader > Add > Textures V-Ray Cloth



Node Input Sockets


This section describes the input sockets of the node. Some sockets have dedicated parameters, which are further described below, and some sockets are just inputs.

MappingAllows a UVW Mapping, or a UVW Randomizer node to be connected to determine the mapping of the ramp.

Gap Color (input socket) – Allows a color node to be assigned to the Gap Color parameter.

U /V Color (input socket) – Allows an integer-outputting node to be assigned to the U/V Color parameters.

U/V Width (input socket) – Allows an integer-outputting node to be assigned to the U/V Width parameters.

U/V Wave (input socket) – Allows an integer-outputting node to be assigned to the U/V Wave parameters.

Randomness (input socket) – Allows an integer-outputting node to be assigned to the Randomness parameter.

Width/Bright Spread (input socket) – Allows an integer-outputting node to be assigned to the Width/Bright Spread parameters.



Common


Compatibility – Allows you to match the result of the texture in Blender to that in either 3ds Max or Maya. If Alpha From is set to Maya:

3ds Max – The resulting alpha of the texture is the intensity of the texture.
Maya – 
The resulting alpha of the texture is the color luminescence.

 Alpha From – Determines how the alpha of the result is calculated:

Force 1.0 – Alpha is always 1.
Compatibility – Depends on the selected Compatibility option.
Self – The calculated alpha of the texture.

Invert – When enabled inverts the colors in final result.

Invert Alpha – Inverts the alpha channel if Invert is also enabled.

Color MultCorrects the color of the texture by multiplying the the RGB color values in the texture with the RGB color values specified here. 

Color Offset Corrects the color of the texture by adding the RGB color values specified here to the RGB color values of the texture. 

Alpha Mult – Specifies a multiplier for the texture alpha.

Alpha Offset – Specifies an additional offset for the texture alpha.

No UVs ColorSpecifies a default color used for polygons with no valid UVs. In case the map is not tiled, specifies a default color that is used outside the texture square.  



Mapped


Placement Type – Select how to place the texture.

Whole texture is valid
Crop
Place

U – U coordinate of the texture sector. 

V – V coordinate of the texture sector. 

W – W coordinate of the texture sector. 

H – Specifies the height of the texture sector.

Tile U/ Tile V – Enable to choose between a horizontal or vertical tiling.

UV noise on – Enables the 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. 

UV noise phase – Specifies the UV noise phase. 

Animate UV noise – If enabled, the noise is animated. Use the UV noise phase to animate the noise.

Gap ColorControls the color of the gaps between the fabric fibers.

U/V ColorControls the horizontal/vertical thread color.

U/V WidthControls the horizontal/vertical thread width.

U/V WaveControls the amount of wave in the horizontal/vertical direction.

Randomness Randomizes the waves based on a noise. 

Width SpreadRandomizes the fibers' width based on noise.

Bright Spread Randomizes the texture brightness based on noise.


Was this helpful?