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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 to TexBitmap. It has some options for filtering and gamma.
  • RawBitmapBuffer - Same as BitmapBuffer, 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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