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Table of Contents

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

 

Overview


The Leather texture map generates a procedural leather texture. It uses two color channels that can also be assigned to texture maps.

 

 

Parameters


Color Cells – Controls the color of the cells. All parameters in this section can use a texture map, as long as the checkbox is enabled. 

Color Creases – Controls the color of the creases.

Size – Controls the size of the procedural texture.

Density – Controls how close the cells are placed next to each other.

Threshold – Controls the transition between the Cell Color and Crease Color.

Spottiness – Controls how circular the cells appear.

Randomness – Controls how randomly the cells look in relation to each other.

Defined Creases – Enables and disables creases.

Color Manipulation


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 in 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.

 

 


Multipliers


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.

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

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

 

 

Texture Placement


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. 

 

2D (UV Channel)

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