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UI Paths: ||mat Network|| > V-Ray > Texture: Procedural > V-Ray Bercon Wood

 

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Colors

Color 1 – Specifies the choice of color for the dark color used by the texture.

Color 2 – Specifies the choice of color for the light color used by the texture.

Gain

Lock to Color 2 – When enabled, sets the Grain Color to be the same as Color 2.

Grain – Specifies the color of the wood grain produced by the V-Ray Wood procedural texture. This channel can be either driven by a value or a texture.

Amount – Specifies the amount of the grain produced in the texture.

Freq – Specifies the frequency of the grain produced in the texture.

Distortion

Use Distortion – When a texture map is connected to this channel, it distorts the V-Ray Bercon Wood texture depending on the texture map.

Distortion Strength – Solid colors have no effect and the more contrast in the connected texture, the more visible the distortion is.

Curve

Use Curve Input – When enabled, calculated blend amount is transformed by the Bezier curve.

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Wood

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Seed – The seed value used to generate the procedural texture. Changing this value gives different variations in the pattern.

Wood Type – Specifies the pattern of the wood type. Choose from Radial WoodPerlin WoodSimplex Wood, and Linear WoodFor more information, see the Wood Types example below.

General

Size – Specifies the procedural texture's size.  

Low – Specifies the amount of large feature details.

High – Specifies the amount of smaller feature details.

Skew – Specifies how Color 1 and Color 2 are blended between different "age rings" of the wood.

Width Var – Specifies the amount of width variety in the width of the wood grain.

Gain Var – Specifies the amount of gain variety in the width of the wood grain.

Trunk Wobble

Strength – Specifies the strength of the Trunk.

Freq – Specifies the frequency of the Trunk wobble.

Radial Noise

Strength – Specifies the strength of the radial distortion.

Freq – Specifies the frequency of the radial distortion.

Z Freq – Specifies the radial z frequency of the radial distortion.

Angular Noise

Strength – Specifies the strength of the angular noise.

Freq – Specifies the frequency of the angular noise.

Radius – Specifies the radius of the angular noise produced.

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Output

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Super Sampling – Specifies samples used for super sampling the produced texture.

Camera Space – Enables calculations in camera space.

Color Tweaks

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

Mult – Specifies a 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, the resulting texture color is inverted.

Alpha Tweaks

Source – Specifies the alpha source from AlphaColor, and 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, the resulting texture alpha is inverted, too. If disabled, just the color is inverted.

Placement

Placement Type – Specifies the way the valid portion of the texture is applied. The options are FullCrop, and Place.

U/V – Specifies the U/V coordinates of the valid texture sector.

– Specifies the width of the valid texture sector.

– Specifies the height of the valid texture sector.

Jitter – Specifies the amount of random placement variation.

Tile U – When enabled, there is horizontal tiling.

Tile V – When enabled, there is vertical tiling.

UV Noise

Enabled – Enables the UV noise.

Amount – Specifies the UV noise amount.

Levels – Specifies the UV noise iterations.

Size – Specifies the UV noise size.

Animated – When enabled, the noise is animated.

Phase – Specifies the UV noise phase.

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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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