Page History
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Example
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The middle section of the image is the result of multiplying Texture A (left) by Texture B (right).
Code
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Example
Here you can see red checkered texture blended with coefficient 0.5 with a blue marble.
The middle section of the image represents a mix between Texture Top (left) and Color Bottom (right).
TexClamp
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Clamp an input texture between some min and max values.
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Example
Here we combine the checkered and marble textures, and output black where their contours match.
TexFloatOp
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Similar to TexAColorOp for floats, it has a whole lot of functions.
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TexGradient, TexGradRamp, TexRamp
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Example
Here's an example with a purple to white gradient:
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gradient maps used for the wallpaper, the chair, and the tree's decorations:
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TexHSVToRGB
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Convert HSV input texture to RGB.
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TexInvert
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Returns the input texture's complementary color.
The following scene is rendered by using the scene bundle and uncommenting "vrscenes/map_41 TexInvert.vrscene".
Parameters
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TexLuminance
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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).
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TexRaySwitch
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Use a different texture for different types of rays: shadow, GI, reflection, refraction and default.
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TexRemap
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Remap an input texture color through some kind of user-defined curve.
The scene is "vrscenes/map_05 TexBitmap & TexRemap.vrscene".
Parameters
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