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TexBitmap
- Uses the data from a bitmap buffer (see next two points) with some additional parameters, like color multipliers, tiling etc.BitmapBuffer
- Loads an image file. A large number of formats are supported - lossy/lossless, from 8-bit to 32-bit. This is not a texture plugin and its only purpose is to feed data toTexBitmap
. It has some options for filtering and gamma.RawBitmapBuffer
- Same asBitmapBuffer
, but uses uncompressed data from memory, instead of a file on disk.- TexPtex - Texture loaded from a PTex file. This doesn't use BitmapBuffer.
Textures that modify and combine colors:
- TexAColorOp - One of the most used combination plugins. It has two input AColor textures, two optional multiplier textures, an optional separate alpha channel input texture and a lot of output textures: sum, difference, product, division, min, max, intensity, power and single color channel outputs.
- TexBlend - Blend two input AColor textures using another float texture for weighting (or a constant value, of course).
- TexClamp - Clamp an input texture between some min and max values.
- TexCondition - Switch between two AColor textures depending on some type of comparison between two float textures.
Some procedural textures:
- .
- TexFloatOp - Similar to TexAColorOp for floats.
- TexGradient, TexGradRamp, TexRamp - Gradient textures.
- TexHSVToRGB - Convert HSV input texture to RGB.
- TexInvert - Returns the input texture's complementary color.
- TexLayered - Combine an unlimited number of textures.
- TexLuminance - Returns a single float luminance (0.3R + 0.59G + 0.11B) from input color texture. Note that in V-Ray terms this is different from the "intensity" term, which is (0.33R + 0.33G + 0.33B).
- TexMulti - Similarly to MtlMulti, choose a texture from a list by indexing with face material ID or object ID or randomized.
- TexRaySwitch - Use a different texture for different types of rays: shadow, GI, reflection, refraction and default.
- TexRemap -
- TexUserColor and TexUserScalar - Advanced usage with user attributes.
Some procedural textures:
- TexChecker - A checkerboard pattern. The two alternating colors are also texturable.
- TexCloth - A weaved cloth pattern (as the one in Autodesk Maya)
- TexCellular - Procedural cellular noise pattern. Different types of cells are supported, including fractal.
- TexCurvature - A value proportional to local curvature at shading point.
- TexDirt - An ambient occlusion effect around concave edges and dents in the geometry (with an inversion option).
- TexDistance - Generates a color gradient according to distance from a specified list of objects.
TexEdges - Generates wireframe color along polygon edges.
TexFalloff - Generates a falloff gradient depending on the angle between surface normal and camera view direction or some other axis.
TexFresnel - Used to generate Fresnel reflection color if you're not using BRDFVRayMtl.
- TexLeather - Procedural leather imitation.
- TexMarble - Procedural marble imitation.
- TexNoise, TexNoiseMax, TexNoiseMax - Different types of configurable procedural noise.
- TexRock - Procedural stone imitation.
- TexSmoke - Procedural 2d smoke texture.
- TexSnow - Procedural snow imitation. Covers surface in snow color down to some normal vector threshold.
- TexSoftbox -
- TexTiles - Procedural tiles with different layout options.
- TexWater - Procedural wave texture.
- TexWood - Procedural wood imitation.
- TexChecker - A checkerboard pattern. The two alternating colors are also texturable.
- TexCloth - A weaved cloth pattern (as the one in Autodesk Maya)
- TexCellular - Procedural cellular noise pattern. Different types of cells are supported, including fractal.
- TexCurvature - A value proportional to local curvature at shading point.
- TexDirt - An ambient occlusion effect around concave edges and dents in the geometry (with an inversion option).
- TexDistance
TexEdges
- TexFalloff
Finally, the UVW generators:
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