Table of Contents

This page provides information on the V-Ray Cloth Texture.

Overview


The Cloth texture map can be used to generate a procedural cloth texture. It gives a high level of control making it an easy matter to produce the look of a loose or close weaved cloth. It also allows control over the amount of random weave distortion and its channels can be connected to texture maps.

 

Parameters


Color Gap – Controls the color of the gaps between the fabric fibers. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Color U – Controls the horizontal thread color. A texture map can be used for this parameter, as long as the checkbox is enabled. 

Color V – Controls the vertical thread color. For more information, please see the U Color, V Color and Gap Color example below. A texture map can be used for this parameter, as long as the checkbox is enabled. 

Random Shade – Randomizes the texture brightness based on noise. A texture map can be used for this parameter, as long as the checkbox is enabled. 

Width U –  Controls the horizontal thread width. A texture map can be used for this parameter, as long as the checkbox is enabled. 

Width V –  Controls the vertical thread width. For more information, please see the U Width and V Width example below. A texture map can be used for this parameter, as long as the checkbox is enabled. 

Random Width –  Randomizes the fibers' width based on noise. A texture map can be used for this parameter, as long as the checkbox is enabled.

 

 

 


 

 Example: U Color, V Color and Gap Color

 

 Example: U Width and V Width

 

 

 

 

Gap Color: Green
U Color: Pink; V Color: Yellow

Gap Color: Black
U Color:
Blue; V Color:Red

 

U Width: 0.75
V Width: 0.75

U Width: 0.75
V Width: 0.25

U Width: 0.25
V Width: 0.75

U Width: 0.25

V Width: 0.25

 

 

Wave


Wave– Controls the amount of wave in the horizontal direction. A texture map can be used for this parameter, as long as the checkbox is enabled. 

Wave V – Controls the amount of wave in the vertical direction. For more information, please see the U Wave and V Wave example below. A texture map can be used for this parameter, as long as the checkbox is enabled. 

Random Wave – Randomizes the waves based on a noise. For more information, please see the Random Wave example below. A texture map can be used for this parameter, as long as the checkbox is enabled. 

 



 


 

Example: U Wave and V Wave

 

Example: Random Wave

 

 


U Wave: 0, V Wave: 0


U Wave: 0.25, V Wave: 0


U Wave:
 0.25, V Wave: 0.25


U Wave:
 0.25, V Wave: 0.25, Randomness: 1

 


Random Wave:
0

 
Random Wave:
  0.1

 
Random Wave:
  0.2

 
Random Wave:
 0.2, Width Spread: 0.25

 



Color Manipulation


Invert Texture   Inverts the RGB texture values. 

Alpha from Intensity – Uses the texture RGB intensity/ luminance as alpha channel. 

Color Gain –  Corrects the color of the texture by multiplying the the RGB color values in the texture with the RGB color values specified here. A texture map can be assigned here. 

Color Offset  Corrects the color of the texture by adding the RGB color values specified here to the RGB color values of the texture. A texture map can be assigned here. 

Default 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.  When a texture is selected, it overrides the color as long as the texture checkbox is enabled.

 

 


Multipliers


Mode – Specifies the multiplication mode of the colors. 

Multiply – The color used for blending is black.
Blend Amount  The color used for blending is the one specified in the color slot.

Gap Color – Blends between a color and a texture, if specified.

Color U – Blends between a color and a texture, if specified.

Color V – Blends between a color and a texture, if specified.

 

 

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Notes


  • By putting the same value into the U Wave and V Wave interesting diagonal effects can be achieved. Similarly loose weaved fabric effect can be produced easily by using higher values in the Width Spread channel.

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