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

 

 

Overview

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The Rock texture map can be used to generate a procedural rock texture. It uses two colors that can have texture maps assigned to them.  .

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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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Maps

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Color A – Controls the first color used by the Rock procedural. You can assign a texture map to this channel, which overrides the color if the checkbox is enabled.  

Color B – Controls the second color used by the Rock procedural. You can assign a texture map to this channel, which overrides the color if the checkbox is enabled.  

Grain Size – Controls the size of the fine grain features. 

Diffusion – Lower values make the resulting texture sharper, while higher values blur the texture details more.

Mix Ratio – Controls the mix between Source A and Source B.

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.

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Multipliers

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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. 

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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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Notes

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  • If Rock textures are combined, diffusion can be used to provide a large detail coloring in one instance of a Rock texture and finer details provided with another. Realistic bump maps can be generated if black and white values are used.