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

 

Overview


V-Ray Softbox is a procedural texture that can be used with a V-Ray Light to simulate the illumination coming from a Soft Box light source.

The example shown here shows the shader ball with a reflective material lit by an environment light with a V-Ray Softbox Texture applied.

 

 

 

 

 

UI Paths


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

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


 

 

Node


The TexSoftbox node provides inputs for controlling various texture properties. They correspond to parameters in the section below.

 

 

Settings


Use Base Texture – When enabled, the Base Texture is used instead of the Base Color.

Base Texture – Specifies a texture to use as a base.

Base Color – Specifies a color to use as a base.

Base Multiplier – A multiplier for the brightness of the texture.

Base Gamma – A gamma correction that is applied to the texture.

Use Base Tint – When enabled, the color in the Base Texture parameter is multiplied by the Base Tint Color parameter.

Tint Color – Specifies a color to tint the light.

Tint Strength – A multiplier that controls how strong the effect of the Base Tint Color parameter is.

 

 

Radial Vignette


Enable – Enables the radial gradient.

Radial Vignette Flip – When enabled, reverses the radial gradient.

 

 

Vertical Vignette


Enable – Enables the vertical gradient.

V Vignette Flip – When enabled, reverses the vertical gradient.

 

 

Horizontal Vignette


Enable – Enables the horizontal gradient.

U Vignette Flip – When enabled, reverses the horizontal gradient.

 

 

Frame Vignette


Enable – Enables the frame gradient.

Frame Vignette Flip – When enabled, reverses the frame gradient.

Use Frame Tint – Enables the frame tint.

Tint Color – Specifies a color to tint the frame.

Tint Strength – A multiplier that controls how strong of an effect the Tint Color has.

Enable Frame Noise – Enables frame noise.

Noise Amount – Specifies the amount of frame noise.

Noise Size – Specifies the scale of the frame noise.

Noise Phase – Specifies the phase of the frame noise.

Fractal Noise – When enabled, generates a fractal noise pattern.

Fractal Levels – When Fractal Noise is enabled, this controls the number of fractal iterations.

 

 

Spots


Enable – Enables or disables the hot/dark spot.

Spots Mode – Specifies how the hot/dark spot is applied.

Hot Spot – Color is added to the texture, adding brightness and creating a hot spot.
Dark Spot 
– Color is subtracted from the texture, removing brightness and creating a dark spot.

Softness – Controls the rate at which the hot spot fades out.

Inner Radius – Specifies the inner radius where the hot spot begins to fade out as a fraction of the texture size.

Outer Radius – Specifies the outer radius where the hot spot ends as a fraction of the texture size.

Spots Multiplier – A multiplier for the brightness of the hot/dark spot.

U/V Offset – Controls the position of the spots along the U or V axis.

U/V Tiling – When enabled, controls the tiling of the spots along the U or V axis.

Spots Tint On – Enables the tint color for the spots.

Spots Tint Color – When enabled, controls the color of the hot spot.

Spots Tint Strength – A multiplier that controls how strong the strength of the Tint Color parameter.

 

 

Color Tweaks


Default Color – Specifies the color when there are no valid UVW coordinates.

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 
– Alpha is generated from pixel intensity.
Opaque 
– Alpha channel is fully opaque.

Use – Differentiate between textures exported from different applications. You can choose between Color Intensity (3ds Max) and Color Luminance (Maya).

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 is inverted as well.

 

 

Placement


Placement Type – Specifies the way the valid portion of the texture is applied.

Full – Uses the full valid portion of the texture.
Crop – Allows the user to specify a section of the texture using the parameters below. 
Place – Allows the user to specify a section of the texture and how to place it using the parameters below.

U – Specifies the U coordinate of the valid texture sector.

V – Specifies the V coordinate of the valid texture sector.

W – Specifies the width of the valid texture sector.

H – Specifies the height of the valid texture sector.

Jitter – Controls the amount of random placement variation.

Tile U – Enables horizontal tiling.

Tile V – Enables vertical tiling.

 

 

UV Noise


Enabled – Enables noise for the texture.

Amount – Specifies the amount of noise to add to the texture.

Levels – Specifies the amount of noise iterations.

Size – Controls the scale of the noise.

Animated – Enables the noise to be animated.

Phase – Controls the noise phase.

 

 

Gradients


The Gradients options allow the user to blend gradient textures on top of the V-Ray Softbox texture. You can add a gradient in the U and V direction and place a frame - which is a gradient in both directions.

 

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