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This page provides information on the V-Ray UVW Placement Texture.

 

Overview

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The V-Ray UVW Placement texture operates as a custom mapping source that can be shared between different textures. It is equipped with randomization parameters that allow randomizing the texture placement based on different IDs, names, etc. V-Ray UVW Placement texture also has additional controls for the amount and specifics of the randomization.

In the image slider on the right, see the difference that the UVW Placement texture's randomization feature makes in the final images. The repetitive tiling is visible in the first image where no UVW Placement texture is used. In the second image, the UVW Placement texture randomizes the pattern and creates a more realistically looking marble material.

 

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Create UVW Placement

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A UVW Placement texture can be created as any other texture from the Create Asset button (Create button > Textures > UVW Placement) and the Texture category icon (Right-Click on the category).

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Alternatively, you can set a texture's Placement Type to Mapping Source and then click on the UV Placement Source icon and selecting UVW Placement.

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Placement Parameters

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

2D (UV Channel) – The texture uses the object UV coordinates.
3D (Object Space) – Places the texture based on the local object coordinates independent of the object UVs.
3D (World Space) – Places the texture based on the world coordinates independent of the object UVs
Environment – This mode is applicable if the map is connected to an Environment slot or a Dome light.

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.

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.

Mirror U/V – Mirrors the texture in the U and V direction separately. The option cuts the texture in half flipping one side vertically or horizontally. it can be used to avoid seams in-between non-tileable repeated textures.

3D (Object Space)


Repeat X/Y/Z – Determines how many times the texture is repeated along the X/Y/Z axis.

Lock U/V Repeat – Locks the X/Y/Z repeat.

Offset X/Y/Z – Controls the texture offset in the X/Y/Z direction.

Rotate X/Y/Z – Rotates the texture around the X/Y/Z axis.

3D (World Space)


Repeat X/Y/Z – Determines how many times the texture is repeated along the X/Y/Z axis.

Lock U/V Repeat – Locks the X/Y/Z repeat.

Offset X/Y/Z – Controls the texture offset in the X/Y/Z direction.

Rotate X/Y/Z – Rotates the texture around the X/Y/Z axis.

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. 

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2D (UV Channel)

3D (Object Space)

3D (World Space)


Environment

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