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The V-Ray Speckle Texture is a procedural texture that uses two colors or texture maps to produce a speckled noise effect with a smoke-like shape.


UI Path: ||V-Ray Node Editor|| > Shader > Add > Textures V-Ray Speckle

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Node Input Sockets

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This section describes the input sockets of the node. Some sockets have dedicated parameters, which are further described below, and some sockets are just inputs.

Mapping – Allows a UVW Mapping or a UVW Randomizer node to be connected to determine the mapping of the ramp.

Color1 (input socket) –  Allows a color node to control the lighter color.

Color2 (input socket) – Allows a color node to control the darker

UvwgenAllows a UWV modifier to be attached to determine the UVW placement of the texture.

Color1 –  Controls the lighter color.

Color2 – Controls the darker color.

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Common

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Compatibility With – Allows you to match the result of the texture in Blender to that in either 3ds Max or Maya. If Alpha From is set to  Maya: 

3ds Max – The resulting alpha of the texture is the intensity of the texture.
Maya – 
The resulting alpha of the texture is the color luminescence.

Alpha From Intensity – Determines how the alpha of the result is calculated:

Bitmap Alphaalpha Alpha The alpha channel is drawn from the texture.
Color intensity/luminance – Alpha is generated from pixel intensity.
Force Opaqueopaque The Alpha channel is fully opaque.

Invert – When enabled, inverts the colors in the final result.

Invert Alpha – Inverts the alpha channel if Invert is also enabled.

Color Mult – Specifies a multiplier for the texture color.

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

Alpha Mult – Specifies a multiplier for the texture alpha.

Alpha Offset – Specifies an additional offset for the texture alpha.

No UVs 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.  

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Mapped

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Placement Type – Select how to place the texture. 

Whole Texture is Valid – Uses the full valid portion of the texture.
Crop – Allows the user to specify a section of the texture using the parameters below. 
Place – Allows the user to specify a section of the texture and how to place it using the parameters below.

U – U coordinate of the texture sector.  

V – V coordinate of the texture sector.  

W – W coordinate of the texture sector.  

H – Specifies the height of the texture sector. 

Jitter – Specifies a randomization value for the UV placement.

Tile U/ Tile V – Enable to choose between horizontal or vertical tiling. 

UV Noise On – Enables UV noise.  

Animate UV Noise – If enabled, the noise is animated. Use the UV noise phase to animate the noise.

UV Noise Amount – Specifies the UV noise amount. 

UV Noise Levels – Specifies the UV noise iterations. 

UV Noise Size – Specifies the UV noise size.  

UV Noise Phase – Specifies the UV noise phase.  

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Properties

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UV Noise Phase Specifies the UV noise phase.

Color1 – Controls the lighter color. This channel can also be connected to a texture map.

Color2 – Controls the darker color. This channel can also be connected to a texture map.

Size – Controls the scale of the procedural texture produced.

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