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

 


Overview

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V-Ray Softbox is a procedural texture that can be used with a V-Ray Light to simulate the illumination coming from a Soft Box light source.

The example shown here shows the shader ball with a reflective material lit by an environment light with a V-Ray Softbox Texture applied.

 

UI Path: ||mat Network|| > V-Ray > Texture: Procedural > V-Ray Softbox

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Settings

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Use Base Texture – When enabled, the Base Texture is used instead of the Base Color.

Base Texture – Specifies a texture to use as a base.

Base Color – Specifies a color to use as a base.

Base Multiplier – A multiplier for the brightness of the texture.

Base Gamma – A gamma correction that is applied to the texture.

Use Base Tint – When enabled, the color in the Base Texture parameter is multiplied by the Base Tint Color parameter.

Tint Color – Specifies a color to tint the light.

Tint Strength – A multiplier that controls how strong the effect of the Base Tint Color parameter is.

 
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Radial Vignette

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Enable – Enables the radial gradient.

Radial Vignette Flip – When enabled, reverses the radial gradient.

 
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Vertical Vignette

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Enable – Enables the vertical gradient.

V Vignette Flip – When enabled, reverses the vertical gradient.

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Horizontal Vignette

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Enable – Enables the horizontal gradient.

U Vignette Flip – When enabled, reverses the horizontal gradient.

 
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Frame Vignette

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Enable – Enables the frame gradient.

Frame Vignette Flip – When enabled, reverses the frame gradient.

Use Frame Tint – Enables the frame tint.

Tint Color – Specifies a color to tint the frame.

Tint Strength – A multiplier that controls how strong of an effect the Tint Color has.

Enable Frame Noise – Enables frame noise.

Noise Amount – Controls the amount of effect the Noise has on the gradients.

Noise Size – Specifies the scale of the noise function.

Noise Phase – Controls the speed of the noise procedural animation.

Fractal Noise – When enabled, generates a fractal noise pattern.

Fractal Levels – When Fractal Noise is enabled, this controls the number of fractal iterations.

 
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Spots

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Enable – Enables or disables the hot/dark spot.

Spots Mode – Specifies how the hot/dark spot is applied:

Hot Spot – Color is added to the texture, adding brightness and creating a hot spot. See the Hot Spot vs Dark Spot example below.
Dark Spot 
– Color is subtracted from the texture, removing brightness and creating a dark spot. See the Hot Spot vs Dark Spot example below.

Softness – Controls the rate at which the hot spot fades out.

Inner Radius – Specifies the inner radius where the hot spot begins to fade out as a fraction of the texture size.

Outer Radius – Specifies the outer radius where the hot spot ends as a fraction of the texture size.

Spots Multiplier – A multiplier for the brightness of the hot/dark spot.

U/V Offset – Controls the position of the spots along the U or V axis.

U/V Tiling – When enabled, controls the tiling of the spots along the U or V axis.

Spots Tint On – Enables the tint color for the spots.

Spots Tint Color – When enabled, controls the color of the hot spot.

Spots Tint Strength – A multiplier that controls how strong the strength of the Tint Color parameter.

 
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Color Tweaks

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Default Color – Specifies the color when there are no valid UVW coordinates.

Mult – Specifies a strength multiplier for the texture color.

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

Invert – When enabled, inverts the resulting texture color.

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Alpha Tweaks

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Source – Specifies where the alpha channel is drawn from.

Alpha – Alpha channel is drawn from the texture.
Color 
– Alpha is generated from pixel intensity.
Opaque 
– Alpha channel is fully opaque.

Use – Differentiates between textures exported from different applications. You can choose between Color Intensity (3ds Max) and Color Luminance (Maya).

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 on, the resulting texture alpha is inverted as well.

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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 – Specifies a section of the texture using the parameters below. 
Place – Specifies 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 – Specifies 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.

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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.

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Gradients

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The Gradients options allow the user to blend gradient textures on top of the V-Ray Softbox texture. You can add a gradient in the U and V direction and place a frame - which is a gradient in both directions.

 

 



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Example: Hot Spot vs Dark Spot

 


This example shows the difference between Hot Spot and Dark Spot modes. The Base Color is grey and the Tint Color is white. The Multiplier is set to 0.1.

 


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V-Ray Softbox texture with Spot options disabled

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V-Ray Softbox texture with Hot Spot mode selected

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V-Ray Softbox texture with Dark Spot mode selected

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Mapping

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Type – Specifies the mapping type.

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UV Name – The name of the UV channel that is used.

Repeat U – Multiplier for U values.

Repeat V – Multiplier for V values.

Coverage U – U values are remapped to 1.0.

Coverage V – V values are remapped to 1.0.

Translate Frame U – Translates the frame in U direction after applying rotate_frame (and before wrap, coverage, clamp).

Translate Frame V – Translates the frame in V direction after applying rotate_frame (and before wrap, coverage, clamp).

Rotate Frame – Rotates the frame after applying UV noise.

Rotate UV – Rotates the UVs after mirroring.

Offset U – Offset added to U before mirroring (after wrap, coverage, clamp).

Offset V – Offset added to V before mirroring (after wrap, coverage, clamp).

Noise U – Noise magnitude multiplier in U direction.

Nose V – Noise magnitude multiplier in V direction.

Mirror U – When enabled, every other tile outside the [0;1] range is mirrored in U.

Mirror V – When enabled, every other tile outside the [0;1] range is mirrored in V.

Wrap U – When enabled, U values outside the [0;1] range wrap back to [0;1].

Wrap V – When enabled, V values outside the [0;1] range wrap back to [0;1].

Stagger – When enabled, tiles in the V direction add +0.5 to the U value for a 'staggering' effect.

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Type – Specifies the type of projection mapping to use from the following:

None
Planar
Spherical
Cylindrical
Ball
Cubic
Tri-Planar
Perspective

Projection Camera – Selects a camera.

Projection Camera (LOP) – Same as Projection Camera parameter but for use in the LOP context.

Fit Fill – Specifies how the projection is fitted.

Fit Fill – Fitted to fill the space.
Horizontal – Fitted horizontally.
Vertical – Fitted vertically.

Fit Type – Specifies the type of fitting to use:

None
Match Camera Film Gate
Match Camera Resolution

U / V Angle – Specifies the U / V mapping angle.

Film Gate W / H – Specifies the width / height of the film gate.

Hide Backface – Determines whether to project on back faces of polygons.

Hide Occluded – Determines whether to project on occluded points when using the Perspective Type.

Object Space – When enabled, the projection is applied in the object space of the currently shaded geometry.

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Mapping Type – Specifies the type and shape of the texture from the following: Spherical, Angular, Cubic, Mirror Ball, Screen, Spherical (3ds Max), Cylindrical (3ds Max), Shrink Wrap (3ds Max), and Spherical (V-Ray).

Horizontal Flip – Flips the environment horizontally.

Vertical Flip – Flips the environment vertically.

Horizontal Rotation – Specifies the horizontal rotation (left and right).

Vertical Rotation – Specifies the vertical rotation (up and down).

Texture Rotation – Specifies the texture rotation.

Wrap U – If true, U values outside the [0;1] range wrap back to [0;1]. You can choose between the No Wrapping, Wrap and Mirror Tile options.

Wrap V – If true, V values outside the [0;1] range wrap back to [0;1]. You can choose between the No Wrapping, Wrap and Mirror Tile options.

Wrap X – If true, X values outside the [0;1] range wrap back to [0;1]. You can choose between the No Wrapping, Wrap and Mirror Tile options.

Crop U / V / W – Enables or disables cropping in the U / V / W direction.

DUVW Scale – Specifies an additional scale factor for the texture derivatives.

Ground – Enables ground projection of the texture.

Ground Radius – When Ground is enabled, this specifies the radius of the ground.

Ground Position – When Ground is enabled, this specifies the coordinates for the ground.

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