This page provides information about the Noise A texture in V-Ray for Rhino.
Overview
The Noise A texture map can be used to generate a procedural noise texture. It uses two colors that can also have texture maps assigned to them.
Noise A texture is called Noise texture in all versions until V-Ray version 3.60.
UI Paths
||V-Ray Asset Editor|| > Textures (right-click) > Noise A
||V-Ray Asset Editor|| > Create Asset (left-click) > Textures > Noise A
Parameters
Color A – Controls the first of the two colors used by the Noise procedural. When a texture is selected, it overrides the color as long as the texture checkbox is enabled.
Color B – Controls the second of the two colors used by the Noise procedural. When a texture is selected, it overrides the color as long as the texture checkbox is enabled.
Type – Specifies the type of noise to be created through the Noise procedural.
Noise
Perlin
Inflected Perlin
Marble(with Perlin)
Amplitude – Controls the range of the Noise.
Frequency – Controls the the amount of Noise generated. Higher values create smaller, finer noise.
Inflection – Enables and disables the inflection effect.
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. When a texture is selected, it overrides the color as long as the texture checkbox is enabled.
Color Offset – Corrects the color of the texture by adding the RGB color values specified here to the RGB color values in the texture. When a texture is selected, it overrides the color as long as the texture checkbox is enabled.
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 – Multiplies the RGB numbers for each pixel of the top layer with the RGB number of the corresponding pixel from the bottom layer. The result is a darker picture. The color used for blending is black.
Blend Amount – Takes each pixel from the top layer if present. Otherwise the bottom layer is used. The color used for blending is the one specified in the color slot.
Color A – Blends between a color and a texture, if specified.
Color B – Blends between a color and a texture, if specified.
Type – Controls how the texture is positioned on the geometry. 2D (UV Channel) – The texture uses the object UV coordinates. 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. The 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. Repeat X/Y/Z – Determines how many times the texture is repeated along the X/Y/Z axis. Lock U/V Repeat – Locks the X/Y/Z repeat. Offset X/Y/Z – Controls the texture offset in the X/Y/Z direction. Rotate X/Y/Z – Rotates the texture around the X/Y/Z axis. Repeat X/Y/Z – Determines how many times the texture is repeated along the X/Y/Z axis. Lock U/V Repeat – Locks the X/Y/Z repeat. Offset X/Y/Z – Controls the texture offset in the X/Y/Z direction. Rotate X/Y/Z – Rotates the texture around the X/Y/Z axis. Mapping – Specifies the type and shape of the texture. Angular 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. 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. UV Placement Source – External UV placement source to be used for the texture placement. 2D (UV Channel) 3D (Object Space) 3D (World Space) Environment Texture Remapping Mapping SourceTexture Placement
3D (Object Space) – Places the texture based on the local object coordinates independent of the object UVs.
3D (World Space) – Places the texture based on the world coordinates independent of the object UVs
Environment – This mode is applicable if the map is connected to an Environment slot or a Dome light.
Texture Remapping – Uses UVW values from a color texture or separate grayscale textures.
Mapping Source – The texture uses an external UV placement source.2D (UV Channel)
3D (Object Space)
3D (World Space)
Environment
Cubic
Spherical
Mirror Ball
ScreenTexture Remapping
Mapping Source