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This page contains information about the V-Ray Rock Texture.

 

Page Contents

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Overview

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The VThe V-Ray Rock Texture generates Texture generates a procedural rock pattern using two colors or texture maps.  

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UI Path: ||shop Network|| > vraymtl > Texture >  V-Ray Rock

 

Node

The TexRock node provides inputs for controlling various texture properties. They correspond to parameters in the section below.

 

Parameters

 

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Parameters

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Color 1 – Controls the first of the two colors used by the V-

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Ray Rock procedural.

Color 2

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 – Controls the second of the two colors used by the V-

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Ray Rock procedural.

Mix Ratio

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 – Controls the mix

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between Color 1

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 and Color 2. For more details, please see

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the Mix Ratio

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 example below.

Grain Size

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 – Controls the size of the fine grain features. For more details, please see

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the Grain Size

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 example below.

Diffusion

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 – Lower values

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make the resulting texture sharper, while higher values

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blur the texture details more. For more details, please see

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the Diffusion example below.

Wrap

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 – Enables wrapping for the texture.

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Mult – Specifies a strength multiplier for the texture color.

Offset – Color corrects the texture by adding the the RGB color values specified here to the RGB color values in the texture.

Invert – When enabled, inverts the resulting texture color.

Alpha Tweaks

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Source – Specifies where the alpha channel is drawn from.

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Mult – Specifies a multiplier for the texture alpha.

Offset – Specifies an additional offset for the texture alpha.

Invert – When enabled and Invert from Color Tweaks is also enabled, the resulting texture alpha will be inverted as well.

Placement

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Placement Type – Specifies the way the valid portion of the texture is applied.

Full – Uses the full valid portion of the texture.
Crop – Allows the user to specify a section of the texture using the parameters below.
Place – Allows the user to specify a section of the texture and how to place it using the parameters below.

U – Specifies the U coordinate of the valid texture sector.

V – Sppecifies the V coordinate of the valid texture sector.

W – Specifies the width of the valid texture sector.

H – Specifies the height of the valid texture sector.

Jitter – Controls the amount of random placement variation.

Tile U – Enables horizontal tiling.

Tile V – Enables vertical tiling.

UV Noise

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Enabled – Enables noise for the texture.

Amount – Specifies the amount of noise to add to the texture.

Levels – Specifies the amount of noise iterations.

Size – Controls the scale of the noise.

Animated – Enables the noise to be animated.

Phase – Controls the noise phase

 

 


Anchor
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Example: Grain Size

 


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Grain Size: 0.01

 
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Grain Size: 0.05

 
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Grain Size: 0.1

 



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Anchor
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Anchor

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Example: Diffusion


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Diffusion: 0.1

 
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Diffusion: 1.0

 
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Diffusion: 2.0

 

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Example: Mix Ratio

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Mix Ratio: 0.1

 
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Mix Ratio: 0.9

 

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Notes

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Fancy Bullets
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  • If V-Ray Rock textures are combined, diffusion can be used to provide a large detail coloring in one instance of V-Ray Rock texture and finer details provided with another. If black and white values are used then this could be a great way to generate realistic bump maps.

 

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