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This page provides information on the V-Ray Cloth Texture.

 

 

Overview

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The Cloth texture map can be used to generate a procedural cloth texture. It gives a high level of control making it an easy matter to produce the look of a loose or close weaved cloth.  It It also allows control over the amount of random weave distortion and its channels can be connected to texture maps.

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Parameters

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Color Gap – Controls the color of the gaps between the fabric fibers. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Color U – Controls the horizontal thread color. A texture map can be used for this parameter, as long as the checkbox is enabled. 

Color V – Controls the vertical thread color. For more information, please see the U Color, V Color and Gap Color example below. A texture map can be used for this parameter, as long as the checkbox is enabled. 

Random Shade – Randomizes the texture brightness based on noise. A texture map can be used for this parameter, as long as the checkbox is enabled. 

Width U –  Controls the horizontal thread width. A texture map can be used for this parameter, as long as the checkbox is enabled. 

Width V –  Controls the vertical thread width. For more information, please see the U Width and V Width example below. A texture map can be used for this parameter, as long as the checkbox is enabled. 

Random Width –  Randomizes the fibers' width based on noise. A texture map can be used for this parameter, as long as the checkbox is enabled.

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 Example: U Color, V Color and Gap Color

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 Example: U Width and V Width

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Gap Color: Green
U Color: Pink; V Color: Yellow

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Gap Color: Black
U Color:
Blue; V Color:Red

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U Width: 0.75
V Width: 0.75

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U Width: 0.75
V Width: 0.25

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U Width: 0.25
V Width: 0.75

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U Width: 0.25

V Width: 0.25

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Wave

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Wave– Controls the amount of wave in the horizontal direction. A texture map can be used for this parameter, as long as the checkbox is enabled. 

Wave V – Controls the amount of wave in the vertical direction. For more information, please see the U Wave and V Wave example below. A texture map can be used for this parameter, as long as the checkbox is enabled. 

Random Wave – Randomizes the waves based on a noise. For more information, please see the Random Wave example below. A texture map can be used for this parameter, as long as the checkbox is enabled. 

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Randomness
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Example: U Wave and V Wave

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Example: Random Wave

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U Wave: 0, V Wave: 0

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U Wave: 0.25, V Wave: 0

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U Wave:
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U Wave:
 0.25, V Wave: 0.25, Randomness: 1

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Random Wave:
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Random Wave:
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Random Wave:
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Random Wave:
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Color Manipulation

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Invert Texture   Inverts the RGB texture values. 

Alpha from Intensity – Uses the texture RGB intensity/ luminance as alpha channel. 

Color Gain –  Corrects the color of the texture by multiplying the the RGB color values in the texture with the RGB color values specified here. A texture map can be assigned here. 

Color Offset  Corrects the color of the texture by adding the RGB color values specified here to the RGB color values of the texture. A texture map can be assigned here. 

Default Color  Specifies a default color used for polygons with no valid UVs. In case the map is not tiled, specifies a default color that is used outside the texture square.  When a texture is selected, it overrides the color as long as the texture checkbox is enabled.

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Multipliers

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Mode – Specifies the multiplication mode of the colors. 

Multiply – The color used for blending is black.
Blend Amount  The color used for blending is the one specified in the color slot.

Gap Color – Blends between a color and a texture, if specified.

Color U – Blends between a color and a texture, if specified.

Color V – Blends between a color and a texture, if specified.

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Texture Placement

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

2D (UV Channel) – The texture uses the object UV coordinates.

Environment – This mode is currently not supported in V-Ray for Revit.

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.

Lock U/V Repeat – Locks the U/V Repeat.

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. Default color is found in Parameters > Color Manipulation.

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

Double-sided – This option should be enabled only if support for unique front and back face UVS is required. If enabled, channel "n"is used for front-side UVS and channel "n+1" is used for back-side UVS. 

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Notes

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Fancy Bullets
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  • By putting the same value into the U Wave and V Wave interesting diagonal effects can be achieved. Similarly loose weaved fabric effect can be produced easily by using higher values in the Width Spread channel.