Table of Contents

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


Overview


The V-Ray Layered Texture lets you stack multiple textures on top of each other to mix their output. The result of each layer depends on the blending mode with the next layer in the stack. You can also use a mask to control which parts of each texture are visible in the final render.

Keep in mind that the “upper” layers have higher numbers. For example, Layer[1] is the bottom layer.



UI Paths


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

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



Parameters


Add Layer – Adds a layer in the stack.

Color/Texture – Select the color or texture to be used in the layer.

Blending/Opacity – Specifies how the layer blends with the result from all layers below it.




Blend ModeDescription
NormalDisplays the current layer (FG) on top of all layers (BG) without blending. This is the default.
AverageThe average of the current layer (FG) and the result from the layers below it (BG).
AddAdds the FG to the BG.
SubtractSubtracts the FG from the BG.
DarkenCompares the FG to the BG and takes the darker pixel values of the two.
MultiplyMultiplies the FG by the BG.
Color BurnThe color of the FG is applied to darker pixels in the BG.
Linear BurnSame as Color Burn but with less contrast.
LightenCompares the FG to the BG and takes the lighter of the two.
ScreenMakes both light and dark areas lighter.
Color DodgeThe color of the FG is applied to lighter pixels in the BG.
Linear DodgeSame as Color Dodge but with less contrast.
SpotlightSame as Multiply, but with twice the brightness.
Spotlight BlendSame as Spotlight, but additionally brightens the BG.
OverlayDarker pixels become darker where the BG is dark and brighter pixels become brighter where the BG is bright.
Soft LightDarker pixels become darker where the FG is dark and brighter pixels become brighter where the FG is bright.
Hard LightSpotlight is applied to pixels where the FG is dark and Screen is applied to pixels where the FG is bright.
PinlightReplaces the BG colors depending on the brightness of the FG color.
If the FG color is lighter than mid-gray, BG colors darker than the FG color are replaced and vice versa.
Hard MixAdds the FG to the BG and for each color component returns a value of 255 if the result is 255 or greater,
or returns 0 if the result is less than 255.
DifferenceCompares the pixels in the BG and FG and subtracts the darker pixels from the brighter ones.
ExclusionSame as Difference but with less contrast.
HueUses the hue from the FG , while the value and saturation are taken from the BG.
SaturationUses the saturation from the FG, while the value and hue are taken from the BG.
ColorUses the hue and saturation from the FG, while the value is taken from the BG.
ValueUses the value from the FG, while the hue and saturation are taken from the BG.



Examples


The following example illustrates a Layered texture used as a Diffuse map in the Brick wall material.



Layered texture with a Base layer only.

Additional layer with a Gradient map
Blending Mode = Color, Opacity = 1

Additional layer with a grey color and an Opacity map
Blending Mode = Darken

Additional layer with Dirt texture
Blending Mode = Multiply, Opacity = 0.85




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