Table of Contents

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


Overview


The V-Ray Speckle Texture is a procedural texture that uses two colors or texture maps to produce a speckled noise effect with a smoke-like shape.


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


 


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.

Color1 (input socket) –  Allows a color node to control the lighter color.

Color2 (input socket) – Allows a color node to control the darker color.


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.

Alpha From Intensity – Determines how the alpha of the result is calculated:

Bitmap alpha – The alpha channel is drawn from the texture.
Color intensity/luminance – Alpha is generated from pixel intensity.
Force opaque – The Alpha channel is fully opaque.

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

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

Color Mult – Specifies a multiplier for the texture color.

Color Offset – Color corrects the texture by adding the color values specified here to the color values in the texture.

Alpha Mult – Specifies a multiplier for the texture alpha.

Alpha Offset – Specifies an additional offset for the texture alpha.

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.  



Properties


UV Noise PhaseSpecifies the UV noise phase.

Color1 – Controls the lighter color. This channel can also be connected to a texture map.

Color2 – Controls the darker color. This channel can also be connected to a texture map.

Size – Controls the scale of the procedural texture produced.


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