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Table of Contents

This page provides information about the Leather texture in V-Ray for Blender.


Overview


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



Common


Compatibility with – Select the compatibility type of the exported map from Max or Maya.

Alpha From Intensity – Specifies where to take the alpha from.

Bitmap alpha – This is the default setting. With this option selected, V-Ray renders the material the same on both sides. 
Color intensity/luminance – Renders the back side of polygons as invisible for the camera. 
Force opaque – Renders the back side of polygons as invisible to all rays, except shadow rays.

Invert – Enable to invert the color of the texture.

Invert Alpha – Enable to invert the texture alpha. Please note, that the Invert option has to be enabled, otherwise only the color is inverted.

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.  When a texture is selected, it overrides the color as long as the texture checkbox is enabled.


Mapped


Wrap –

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.

Jitter – 

Tile U/ Tile V – Enable to choose between a horizontal or vertical tiling.

UV noise on – Enables the noise. 

Animate UV noise – If enabled, the noise is animated. Use the UV noise phase to animate 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. 




Properties


UV noise phase – Specifies the UV noise phase. 

Cell Color – Controls the color of the cells. 

Crease Color – Controls the color of the creases.

Cell Color Tex Mult – Blends between the color and a texture, if specified. 

Crease Color Tex Mult – 

Size – Controls the size of the procedural texture.

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

Spottiness – Controls how circular the cells appear.

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

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

Creases – Enables and disables creases.





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