This page provides information on the V-Ray Cloth Texture.
Overview
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 loose or close weaved cloth. It also allows control over the amount of random weave distortion and its channels can be connected to texture maps
Any texture can be replaced via the Replace With New Texture () button, which activates when you select the texture to be replaced. If the texture is an instance, all copies are changed as well.
UI Path
||V-Ray Asset Editor|| > Textures (right-click) > Cloth
||V-Ray Asset Editor|| > Textures (left-click) > Cloth
Parameters
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.
Example: U Color, V Color and Gap Color
Example: U Width and V Width
Wave
Wave U – 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 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.
Example: U Wave and V Wave
Example: Random Wave
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 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.
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.
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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Notes
- 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.