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Table of Contents

This page contains information about the V-Ray TexCompMax node.


Overview


The V-Ray Comp Max texture allows users to compose two textures together using one of the provided blending modes.


The middle section of the image is the result of multiplying Texture A (left) by Texture B (right).


Settings


Operator – Specifies the operation from a list of different blend modes.

Add – Simply adds pixel values of one texture with the other. In case of values above 256 (in the case of RGB), white is displayed.
Subtract – Simply subtracts pixel values of Source B from Source A. In case of negative values, black is displayed.
Difference – Subtracts Source B from Source A, to always get a positive value. Blending with black produces no change, as values for all colors are 0. (The RGB value for black is 0, 0, 0). Blending with white inverts the picture.
Multiply – Multiplies the numbers for each pixel of Source A with the corresponding pixel for Source B. As a simple multiplication can get values as high as 65025, which is far higher than the maximum allowed value, 255, the result is divided by 255. The result is a darker picture. Formula: Result = ( Source A  Color) * ( Source B  Color) /255.
Divide – Simply divides pixel values of Source A by the corresponding values of Source B.
Minimum – Takes the darkest value for each pixel from each source.
Maximum – Takes the brightest value for each pixel from each source.
Colorize Shift – Adds color B to color A in HSL space, that is B is interpreted as translation delta in HSL space.
Colorize Tint – Adds color B to color A in HSL space, but color A's hue is directly replaced with color B's hue.
Alpha Blend StraightInterpolates between A and B by multiplying them by B's alpha component.
Alpha Blend PremultipliedInterpolates between A and B by multiplying them by B's alpha component. Assumes B has already been multiplied by its alpha component.

Source A – Specifies the first of the two textures that are going to be blended.

Source B – Specifies the second of the two textures that are going to be blended.



Color Tweaks


Default Color – Specifies the color when there are no valid UVW coordinates.

Mult – Specifies a strength multiplier for the texture color.

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

Invert – When enabled, inverts the resulting texture color.



Alpha Tweaks


Source – Specifies where the alpha channel is drawn from.

Alpha – Alpha channel is drawn from the texture.
Color 
– Alpha is generated from pixel intensity.
Opaque 
– Alpha channel is fully opaque.

Use – Differentiates between textures exported from different applications. You can choose between Color Intensity (3ds Max) and Color Luminance (Maya).

Mult – Specifies a multiplier for the texture alpha.

Offset – Specifies an additional offset for the texture alpha.

Invert – When enabled and Invert from Color Tweaks is also on, the resulting texture alpha is inverted as well.



Common Uses



 

Source A texture

Source B texture 

V-Ray Comp Max map result – Product (A*B)