Table of Contents

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


Overview


The Wood node represents a V-Ray implementation of a wood texture that resembles Autodesk Maya Wood texture.


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




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.

Filter Color Tex (input socket) –  Allows a color node to control the base color of the texture.

Vein Color Tex  (input socket) – Allows a color node to control the color of the wood veins.

Grain Color Tex  (input socket) – Allows a color node to control the color of the random grain in the wood.



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 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


Wrap – When enabled, wraps the texture back when it goes outside of the placement area.

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 Phase – Specifies the UV noise phase.  

Filler Color Tex – Controls the base color of the texture when no node is attached.

Vein Color Tex – Controls the color of the veins when no node is attached.

Vein Spread – Controls how the vein color spreads or diffuses into the base color.

Layer Size – Specifies the wood's ring size.

Randomness – Random seed for the layer's size.

Age – Controls the number of rings the wood has, as it specifies the age of the wood in years.

Grain Color Tex – Controls the color of the random grain in the wood when no node is attached.

Grain Contr – Controls the grain contrast in comparison to the base color.

Grain Spacing – Controls the distance between the grain patches.

Center U/V – The center of the concentric rings of the U/V coordinates.

Amplitude X/Y – Scale factor for the X/Y axis.

Ratio – Controls the fractal noise of the texture.

Ripples X/Y/Z – Controls the waves of the wood in the X/Y/Z coordinates.

Depth Min/Max – Minimum/maximum number of iterations for the depth.


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