This page provides information about the Gradient Ramp texture in V-Ray for Blender.
Overview
Node Input Sockets
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 Color – Specifies 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.