Table of Contents

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


Overview


Gradient Ramp is a texture map that can easily create and edit gradients –  useful in many different situations.


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




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 only inputs.

Color Mult – Allows a color node to determine the multiplier of the ramp colors.

Color Offset – Allows a color node to determine the offset of the ramp colors.

Alpha Mult – Allows a float node to determine the multiplier for the alpha value.

Alpha Offset – Allows a float node to determine the offset of the alpha value.

No UVs Color – Allows a color node to serve as the fallback color.

Texture Map  – Determines the texture map to be used when the Gradient Type is set to Mapped.

Gradient Position  – Allows an integer-outputting node to be used to determine the Pos value.

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

Texture 1, 2...  – Allows maps to be connected as the colors in the Gradient Ramp.

* The Mapping socket is hidden or replaced when some of the Gradient Types are active.

The Mapping socket is available for Gradient Types Four cornerBox, Diagonal, Linear, Pong, Radial, Spiral, Sweep, Tartan.
When the Gradient Type is set to Lighting or Normal, the Mapping socket is hidden.
When the Gradient Type is set to Mapped, the Mapping socket is replaced with one named Texture Map, which allows a Bitmap to be connected to determine the ramp.
When the Gradient Type is set to Position, this socket is replaced with Gradient Position. It allows an integer-outputting node to be used to determine the position of the gradient.


Input sockets for Gradient Types: Four corner,  Box, Diagonal, Linear, Pong, Radial, Spiral, Sweep, Tartan.


Properties


Gradient Type – Specifies the type of gradient ramp to create:

Four corner – A gradient that transitions linearly between colors assigned to each corner. 
Box – A gradient with a box radial transition.
Diagonal – A gradient with a diagonal transition.
Lighting – A gradient based on the light intensity.
Linear – A gradient with a simple linear transition.
Mapped – Uses map as a gradient. The map is specified in the Texture Map input socket.
Normal – A gradient based on surface normals and the camera.
Pong – A gradient with a diagonal transition that repeats in the middle.
Radial – A gradient with a radial transition.
Spiral – A gradient with a circular transition.
Sweep – A gradient with a linear sweep transition.
Tartan – Creates a gradient with a plaid pattern.
Position – Allows the user to specify a Gradient Position.


Color ramp

+ – Adds a color stop to the ramp.

- – Removes the currently selected color stop from the ramp.

v – Opens additional tools for the color ramp.



Color Mode – Determines if the colors are either in the RGB, HSV, or HSL color space.

Interpolation – Determines the type of blending between the color stops.

Active Color Stop – Allows for quick switching between color stops based on their position in the ramp.

Pos – Determines the position of the current color stop.

Color – Determines the color of the currently selected color stop.




Common


Gradient Position – 

 Alpha From Intensity – 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 Color – When enabled, inverts the colors in the final result.

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

Color Mult  Corrects the color of the ramp by multiplying the color values in the ramp with the color values specified here. 

Color Offset  Corrects the ramp's color by adding the color values specified here to the color values of the ramp. 

Alpha Mult – A multiplier for the Alpha value.

Alpha Offset – Controls the offset of the Alpha value.

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 – Uses the full valid portion of the texture.
Crop – Allows the user to specify a section of the texture using the parameters below. 
Place – Allows the user to specify a section of the texture and how to place it using the parameters below.

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. 

Jitter – Specifies a randomization value for the UV placement.

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

UV noise on – Enables UV noise.  

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




Noise


UV Noise Phase – Specifies the UV noise phase.  

Noise Amount – Determines how much noise is introduced.

Noise Type – Specifies how the colors are randomly distributed across the gradient.

Regular – A plain noise with a non-fractal function.
Fractal
 – A fractal algorithm to generate the noise.
Turbulence
– A turbulence-based noise type is used.

Noise Size – The scale of the noise.

Noise Levels –  Determines the amount of iterations of noise.

Noise Phase – Controls the speed of the procedural noise.

Noise Low Threshold – Sets the Low threshold.

Noise High Threshold – Sets the high threshold.

Noise Smooth – The amount of smoothing of the noise.




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