This page provides information on the V-Ray Gradient Texture.
Overview
Gradient is a texture map that can easily create and edit gradients useful in many different situations.
The Switch To Advanced Settings (
) toggle activates the Advance Settings mode, giving you access to a larger number of settings for modification of the Bitmap texture.Any texture can be replaced via the Replace With New Texture (
) button, which activates when you select the texture to be replaced. If the texture is an instance, all copies are changed as well.Parameters
Preset – Applies a gradient preset. When the gradient is manually changed, the Custom preset is automatically selected.
Black/White
Red/ Green/ Blue
Spectrum
Custom
Type – Controls the direction and shape of the gradient ramp. Changing the Type does not affect the color and position of the control points.
V – A gradient changing along the V direction.
U – A gradient changing along the U direction.
Diagonal – A gradient with a diagonal transition.
Radial – A gradient with a radial transition.
Circular – A gradient with a circular transition.
Box – A gradient with a box radial transition.
UV – A gradient changing along both U and V directions.
Four Corner – A gradient that transitions linearly between colors assigned to each corner.
Tartan – Creates a gradient with a plaid pattern.
Interpolation – Changes the color interpolation method. Changing the option changes the color transition curve between the control points.
None – Disables the transition.
Linear – Values are linearly interpolated in RGB color space.
Exponential Up – Values are exponentially interpolated from left to right, each color dominating the area between it and the next one.
Exponential Down – Values are exponentially interpolated from right to left, each color dominating the area between it and the previous one.
Smooth – Values are interpolated along a bell curve, each color dominating the region around it before blending to the next color
Bump – Values are interpolated along a sin curve, based on luminosity values.
Spike – Each color dominates only its immediate area, falling off shortly after.
Left-click on the Gradient bar to add additional color points. Right-click on any color point to remove it.
Color – The color of the currently selected control point.
Position – The float position of the currently selected control point.
Noise
Amount – Controls the strength of the noise texture distortion.
Frequency – Controls the noise frequency. Smaller values make the noise pattern appear bigger and vice versa.
Texture Placement
Type – Controls how the texture is positioned on the geometry.
2D (UV Channel) – The texture uses the object UV coordinates.
Environment – This mode is applicable if the map is connected to an Environment slot or a Dome light.
Mapping Source – The texture uses an external UV placement source.
2D (UV Channel)
UV Channel/Set – Specifies the index of the mapping channel data to use. A value of 1 takes the first available channel.
Repeat U/V – Determines how many times the texture is repeated in the 0 to 1 UV square.
Lock U/V Repeat – Locks the U/V Repeat.
Offset U/V – Controls the texture offset in the U and V direction.
Rotate – Rotates the texture (in degrees).
Tile U/V – Tiles the texture in the U and V direction. If the option is disabled, the Default texture color is used outside the 0 to 1 UV square. Default color is found in Parameters > Color Manipulation.
Mirror U/V – Mirrors the texture in the U and V direction separately. The option cuts the texture in the half flipping one side vertically or horizontally. This can be used to avoid seams in-between non-tileable repeated textures.
Environment
Mapping – Specifies the type and shape of the texture.
Angular
Cubic
Spherical
Mirror Ball
Screen
Rotate H – Rotates the environment sphere horizontally.
Flip H – Flips the environment sphere horizontally.
Rotate V – Rotates the environment sphere vertically.
Flip V – Flips the environment sphere vertically. This option is active only in Spherical Mapping.
Ground – Enables ground projection of the texture.
Position X/Y/Z – Offsets the ground projection along the X/Y/Z axis.
Radius – Specifies a projection radius. Can be used to control the scale of the projection.
2d Transformation – see 2D (UV channel) parameters.
Texture Remapping
Mode – Determines whether a single or multiple textures should be used for U and V texture coordinates remapping.
UV – The Red input texture channel determines the U sampling coordinate. The Green input texture channel determines the V coordinate.
U – The value of this texture determines the U sampling coordinate.
V – The value of this texture determines the V sampling coordinate.
Mapping Source
UV Placement Source – External UV placement source to be used for the texture placement.
2D (UV Channel)
Environment
Texture Remapping
Mapping Source