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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.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 toMtlMulti
, 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
andTexUserScalar
- 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 usingBRDFVRayMtl
.TexLeather
- Procedural leather imitation.TexMarble
- Procedural marble imitation.TexNoise, TexNoiseMax,
TexNoiseMaxTexNoiseMaya
- 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.
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