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

 

Overview

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The Leather texture map generates a procedural leather texture. It uses two color channels that can also be assigned to texture maps.

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Any texture can be replaced via the Replace With New Texture (Image Added) button, which activates when you select the texture to be replaced. If the texture is an instance, all copies are changed as well.

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Parameters

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Color Cells – Controls the color of the cells. All parameters in this section can use a texture map, as long as the checkbox is enabled. 

Color Creases – Controls the color of the creases.

Size – Controls the size of the procedural texture.

Density – Controls how close the cells are placed next to each other.

Threshold – Controls the transition between the Cell Color and Crease Color.

Spottiness – Controls how circular the cells appear.

Randomness – Controls how randomly the cells look in relation to each other.

Defined Creases – Enables and disables creases.

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. A texture map can be assigned here.

Color Offset – Corrects the color of the texture by adding the RGB color values specified here to the RGB color values in the texture. A texture map can be assigned here.

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.

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Multipliers

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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 Cells – Blends between the color and a texture, if specified. 

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

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Texture Placement

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Type – Controls how the texture is positioned on the geometry.

2D (UV Channel) – The texture uses the object UV coordinates.

Environment This mode is currently not supported in V-Ray for Revit.

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. 

Double-sided – This option should be enabled only if support for unique front and back face UVS is required. If enabled, channel "n"is used for front-side UVS and channel "n+1" is used for back-side UVS. 

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