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This page contains information about the V-Ray Curvature Texture.

Overview


V-Ray Curvature is a texture that will effectively sample the underlying mesh for curves. A region around each shaded point gets sampled with additional rays (similar to V-Ray Dirt), and all additional normals are averaged to get a "smooth" normal at the original point. This normal is used to compute the color. The color at each shaded point is a greyscale value: darker values are dents (or holes), lighter values are peaks. The parameters should be adjusted by trail and error since they generally depend on the scale used, hence the defaults might not be appropriate in some cases.

 

 

UI Paths


||mat Network|| > V-Ray> Texture: Procedural > V-Ray Curvature

||out Network|| > V-Ray Render Elements node > V-Ray > Texture: Procedural > V-Ray Curvature


 

 

 

Node


The V-Ray TexCurvature node provides inputs for controlling various texture properties. They correspond to parameters in the section below.

 

 

Parameters


Trace Distance – Specifies a maximum ray-trace distance for the texture.

Radius – Controls the radius of the sampled region.

Scale – Specifies the scale relative to which the curvature is computed.

Threshold – Curvature values below this threshold are ignored and are shown as pure black. This focuses the curvature effect only around the most curved areas of the mesh.

Color Min  Specifies the minimum output color for the texture.

Color Max – Specifies the maximum output color for the texture.

Subdivs – Controls the number of samples around each shaded point.

 

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