This page provides information about the Granite texture in V-Ray for Blender.
Overview
The Granite texture map generates a procedural Granite texture. It uses four colors that can be changed or assigned to texture maps.
Common
Compatibility With – Allows you to match the result of the texture in Blender to that in either 3ds Max or Maya. If Alpha From is set to Maya:
3ds Max – The resulting alpha of the texture is the intensity of the texture.
Maya – The resulting alpha of the texture is the color luminescence.
Alpha From Intensity – Determines how the alpha of the result is calculated:
Bitmap Alpha – Alpha channel is drawn from the texture.
Color intensity/luminance – Alpha is generated from pixel intensity.
Force Opaque – Alpha channel is fully opaque.
Invert – When enabled inverts the colors in final result.
Invert Alpha – Inverts the alpha channel if Invert is also enabled.
Color Mult – Corrects the color of the texture by multiplying the the RGB color values in the texture with the RGB color values specified 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.
Alpha Mult –
Alpha Offset –
No UVs 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.
Mapped
Placement Type – Select how to place the texture.
Whole texture is valid
Crop
Place
U – U coordinate of the texture sector.
V – V coordinate of the texture sector.
W – W coordinate of the texture sector.
H – Specifies the height of the texture sector.
Tile U/ Tile V – Enable to choose between a horizontal or vertical tiling.
UV noise on – Enables the noise.
UV noise amount – Specifies the UV noise amount.
UV noise levels – Specifies the UV noise iterations.
UV noise size – Specifies the UV noise size.
UV noise phase – Specifies the UV noise phase.
Animate UV noise – If enabled, the noise is animated. Use the UV noise phase to animate the noise.
Properties
UV noise phase –
Color 1 – Specifies the first color of the spots.
Color 2 – Specifies the second color of the spots.
Color 3 – Specifies the third color of the spots.
Filler Color – Specifies the color that fills in the area surrounding the spots.
Cell Size – Controls how large or small the cells are.
Density – Controls how closely packed the spots are.
Mix Ratio – Controls the prominence of each color relative to the others.
Spottiness – Controls how circular the spots are. Lower values make the spots more circular, and higher values make them less circular.
Randomness – Varies the distribution of the spots on the granite. Lower values show more spots, higher values also make them more sparse.
Threshold – Controls the transition between the filler color and Color 1, Color 2 and Color 3.
Creases – Enables or disables crease patterns.