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The V-Ray Rock Texture generates a procedural rock pattern using two colors or texture maps.  

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UI Paths

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||mat Network|| > V-Ray> Ray > Procedural Texture > V-Ray Rock

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||shop out Network|| > V-Ray Material > Render Elements node > V-Ray> Ray > Procedural Texture > V-Ray Ray Rock
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Node

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The TexRock node provides inputs for controlling various texture properties. They correspond to parameters in the section below.

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Grain Size – Controls the size of the fine grain features. For more details, please see the Grain Size example below.

DiffusionLower values will make the resulting texture sharper, while higher values will blur the texture details more. For more details, please see the Diffusion example below.

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Alpha – Alpha channel is drawn from the texture.
Color Intensity / Luminance Color 
– Alpha is generated from pixel intensity.
Opaque
– Alpha channel is fully opaque.

Use – Differentiate between textures exported from different applications. You can choose between Color Intensity (3ds Max) and Color Luminance (Maya).

Mult – Specifies a multiplier for the texture alpha.

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Invert – When enabled and Invert from Color Tweaks is also enabled, the resulting texture alpha will be is inverted as well.


Placement

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U – Specifies the U coordinate of the valid texture sector.

VSppecifies Spcifies the V coordinate of the valid texture sector.

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Example: Grain Size

 

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Grain Size: 0.01

 
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Grain Size: 0.05

 
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Grain Size: 0.1

 

 

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Anchor
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Anchor
exampleMixRatio
exampleMixRatio

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Example: Diffusion

 

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Example: Diffusion

 

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Diffusion: 0.1

 
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Diffusion: 1.0

 
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Diffusion: 2.0

 

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Example: Mix Ratio

 

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none

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Mix Ratio: 0.1

 
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none

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Mix Ratio: 0.5

 
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none

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Mix Ratio: 0.9

 

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Notes

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Fancy Bullets
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  • If V-Ray Rock textures are combined, diffusion can be used to provide a large detail coloring in one instance of V-Ray Rock texture and finer details provided with another. If black and white values are used then this could be a great way to generate realistic bump maps.

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