Table of Contents

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


Overview


The V-Ray Rock texture generates a procedural rock pattern using two colors or texture maps.  


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



Node Input Sockets


Mapping – This slot allows you to connect a Mapping node (UVW Mapping, UWV Randomizer) to adjust the UWVs of the texture. 

Color 1 (input socket) – Input for the first color texture.

Color 2 (input socket) – Input for the second color texture.



Common


Compatibility With – Allows you to match the result of the texture in Blender to that in either 3ds Max or Maya.

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

InvertWhen 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 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


UV Noise Phase – Specifies the UV noise phase.

Color 1 – Specifies a color to be used when no node is connected to the Color 1 socket.

Color 2 – Specifies a color to be used when no node is connected to the Color 2 socket.

Grain Size – Controls the size of the fine grain features. 

Diffusion – Lower values make the resulting texture sharper, while higher values blur the texture details more.

Mix Ratio – Controls the mix between Color 1 and Color 2.


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