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Table of Contents

This page provides information on the V-Ray PhxShaderTex node.


Overview


The V-Ray PhxShaderTex node loads and exposes a grid channel of a selected V-Ray VolumeGridShader or V-Ray Fog Effect as a procedural texture. This texture can then be plugged into materials as color or opacity and applied to surfaces of liquids or meshes in general. The texture can be plugged into the Fire/Smoke VolumeGridShader options in order to modulate the opacity of fire and smoke or to color the fire and smoke.

The main application of this texture is for shading the meshes of simulated liquids which were exported with an RGB grid channel.


Parameters


Volume – Specifies the path to the node containing the volume to sample.

Field Name – Specifies the name of the volume field to sample.

Tiling – Specifies how to handle sampling outside of the bounds of the volume.

Sampler Type – Determines the blending method between adjacent grid cells.

Box – No blending between neighbor cells.
Linear – Blends between neighbor cells to smooth out the fluid's look.
Spherical – Special weight-based sampling for the smoothest result.

Alpha from Intensity – When enabled, the alpha for the texture is on the color's intensity. When disabled, the alpha is solid.




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 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.



Placement


Placement Type – Specifies the way the valid portion of the texture is applied.

Full – Uses the full valid portion of the texture.
Crop – Specifies a section of the texture using the parameters below. 
Place – Specifies a section of the texture and how to place it using the parameters below.

U – Specifies the U coordinate of the valid texture sector.

V – Specifies the V coordinate of the valid texture sector.

W – Specifies the width of the valid texture sector.

H – Specifies the height of the valid texture sector.

Jitter – Controls the amount of random placement variation.

Tile U – Enables horizontal tiling.

Tile V – Enables vertical tiling.



UV Noise


Enabled – Enables noise for the texture.

Amount – Specifies the amount of noise to add to the texture.

Levels – Specifies the amount of noise iterations.

Size – Controls the scale of the noise.

Animated – Enables the noise to be animated.

Phase – Controls the noise phase.