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 just inputs.

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

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

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

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


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 blend between the color stops, where 0 is all the way to the left, and 1 is all the way to the right.

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



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 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 – When enabled, inverts the colors in the final result.

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

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

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

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.




Was this helpful?