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 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

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.

 

 

 

UI Paths


||V-Ray Asset Editor|| > Textures (right-click) > Cloth 

||V-Ray Asset Editor|| > Create Asset (left-click) > Textures Cloth 

 

 

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 U – 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 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 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.

 

 

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.

Mapping Source

UV Placement Source – External UV placement source to be used for the texture placement.



2D (UV Channel)

Environment


Mapping Placement

 

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.