Table of Contents

This page contains information about the V-Ray Tiles Texture.

 

Overview


The  V-Ray Tiles Texture map can be used to generate a versatile procedural tile texture.  It uses two colors that can be either changed by the user or have texture maps assigned to them and allows you to choose from a number of  Pattern Types as well.

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) > Tiles

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



Parameters


Pattern Type – Allows you to select from certain preset tile patterns. Some channels controls may not be visible in the UI for this texture if the chosen Pattern Type does not support or need it.

Custom Tiles 
Running Bond 
Common Flemish Bond 
English Bond
1/2 Running Bond
Stack Bond 
Fine Running Bond
Fine Stack Bond

 

 

 

Tile


Color Tile – Controls the color of the Tiles.  This channel can also be controlled by a texture map.

Horizontal Count – Controls the horizontal tile count.

Vertical Count – Controls the vertical tile count.

Color Variance – Controls the amount of color variation in the tiles.

Fade Variance – Controls how faded the color from the Color Variance.

Random Seed – Used to generate the procedural Tiles Texture.  By changing this value you can change the look.

 



Mortar


Color Mortar – Controls the color of the mortar.  This channel can also be controlled by a texture map. 

Gap H/V – Controls the size of the horizontal and vertical gaps between the tiles.

Lock Gap – Locks the Horizontal and Vertical gaps. 

Holes – Controls the percentage of tiles that are missing.

Edge Noise – Controls how rough the edges of each tile are.

 



Stack Layout


Line Shift – Controls the amount of shift between each line of tiles.

Random Shift – Randomizes the shift.

 

Row Modify


Row Modify – When enabled, the custom parameters are used. 

Per Row – Specifies which rows get the number of tiles modified by the Change parameter. 

Change – Changes the number of tiles for the rows specified. Smaller values increase the number of tiles.

 

Column Modify


Column Modify – When enabled, the custom parameters are used. 

Per Column – Specifies which columns get the number of tiles modified by the Change parameter. 

Change – Changes the number of tiles for the columns specified. Smaller values increase the number of tiles. 

 

 

 

Color Manipulation


Invert Texture – Inverts the RGB texture values.

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

Color Gain – Color corrects the texture by multiplying the RGB color values in the texture with the RGB color values specified here.

Color Offset – Color corrects the texture by adding the RGB color values specified here to the RGB color values in the texture.

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. 

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

Color Mortar – 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