This page contains information about the V-Ray Mix Texture.
Page Contents
Overview
V-Ray Mix mixes two colors or textures using a texture map or a solid color value. The example shown here uses a Cellular texture as the Mix Map with Source A set to Red and Source B set to Blue.
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Node
The TexMix node provides inputs for controlling various texture properties. They correspond to parameters in the section below.
Settings
Source A – Specifies the first color.
Source B – Specifies the second color.
Mix Map – Controls how Source A and Source B are mixed together. This can be either via a texture map or a solid color.
Mix Amount – Controls the strength of the mix.
Transition Upper – Used when a texture is applied to the Mix Map and Use Curve is set above zero, control how gradual or how sharp the transition between the two colors is for the bright areas of the Mix Map. Any brightness value above this on the Mix Map will display Source A.
Transition Lower – Used when a texture is applied to the Mix Map and Use Curve is set above zero, control how gradual or how sharp the transition between the two colors is for the dark areas of the Mix Map.
Use Curve – If set to a value of 1 then the blend curve is used. This defines the blending between Transition Upper/Lower.
Color Tweaks
Mult – Specifies a strength multiplier for the texture color.
Offset – Color corrects the texture by adding the the RGB color values specified here to the RGB color values in the texture.
Invert – When enabled, inverts the resulting texture color.
Alpha Tweaks
Source – Specifies where the alpha channel is drawn from.
Alpha – Alpha channel is drawn from the texture.
Color Intensity / Luminance – Alpha is generated from pixel intensity.
Opaque – Alpha channel is fully opaque.
Mult – Specifies a multiplier for the texture alpha.
Offset – Specifies an additional offset for the texture alpha.
Invert – When enabled and Invert from Color Tweaks is also enabled, the resulting texture alpha will be inverted as well.