This page provides information about the Marble texture in V-Ray for Blender.
Overview
The Marble texture map can be used to generate a procedural marble pattern. It uses two colors that can also have texture maps assigned to them.
UI Path: ||V-Ray Node Editor|| > Shader > Add > Textures > V-Ray Marble
Node Input Sockets
This section describes the input sockets of the node. The sockets have dedicated parameters, which are further described below.
Mapping – Allows a UVW Mapping or a UVW Randomizer node to be connected to determine the mapping of the ramp.
Filler Color — Allows a color node to be connected as the Filler Color parameter.
Vein Color – Allows a color node to be connected as the Vein Color parameter.
Vein Width – Allows an integer-outputting node to set the Vein Width.
Diffusion – Allows an integer-outputting node to be connected as the Diffusion parameter.
Contrast – Allows an integer-outputting node to set the Contrast.
Amplitude – Allows an integer-outputting node to set the Amplitude.
Ratio – Allows an integer-outputting node to be connected as the Ratio parameter.
Ripples – Allows an integer-outputting node to be connected as the Ripples parameter.
Depth Min – Allows an integer-outputting node to be used as the Depth Min.
Depth Max – Allows an integer-outputting node to be used as the Depth Max.
Common
Compatibility With – Allows you to match the result of the texture in Blender to that in either 3ds Max or Maya.
Alpha From Intensity – Specifies where to take the alpha from.
Bitmap alpha – This is the default setting. With this option selected, V-Ray renders the material the same on both sides.
Color intensity/luminance – Renders the back side of polygons as invisible to the camera.
Force opaque – Renders the back side of polygons as invisible to all rays except shadow rays.
Invert – When enabled, inverts the colors in the final result.
Invert Alpha – Inverts the alpha channel when Invert is also enabled.
Color Mult– Corrects the color of the texture by multiplying 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 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. When a texture is selected, it overrides the color as long as the texture checkbox is enabled.
Mapping
Wrap – When enabled, UVWs outside of the range will wrap back into the range.
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.
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 the 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.
Properties
UV Noise Phase – Specifies the UV noise phase.
Filler Color — Specifies the main color of the marble.
Vein Color – Specifies the color of the marble's veins.
Vein Width – Controls the thickness of the marble veins.
Diffusion – Controls the amount of blur applied to the veins.
Contrast – Controls the contrast.
Amplitude – Controls the amount of distortion in the marbles vein's. A value of 0 make these a straight line.
Ratio – Controls the amplitude ratio between two consecutive levels of the fractal noise. A value of 0 makes only the first noise level affect the result, and a value of 1 makes all noise levels affect the result with the same weight.
Ripples – Controls the distortion of the marble's veins non-uniformly.
Depth Min – Minimum level of the fractal noise.
Depth Max – Maximum level of the fractal noise.