This page provides information on the V-Ray Water Texture.
Overview
The Water texture map can be used to generate a procedural water texture. It can be used along with Vector Displacement (other types of displacement do not work) in order to simulate waves on the surface of water.
Parameters
Height Multiplier – Specifies a scale multiplier for the whole texture.
Resolution (pixels) – Specifies the amount of detail in the generated map.
Patch Size – Specifies the real world size of one Water texture patch, outside of which the surface is perfectly periodic.
Seed – Specifies an integer to set the starting point for the random generator. Different values produce different waves randomly.
Wind
Wind Direction – Specifies the wind direction and thus the direction of the waves.
Wind Direction Mult – Specifies a multiplier for the importance of the wind direction. Smaller values produce more variation in the direction of the waves.
Wind Magnitude – Specifies the strength of the wind creating the waves. Higher values produce larger waves.
Choppy Mult – Specifies a multiplier for the choppiness of the waves. Higher values produce sharper looking waves.
Movement Rate – Speeds up or slows down the movement of the waves. This value has an effect only in an animation.
Texture Placement
Type – Controls how the texture is positioned on the geometry.
2D (UV Channel) – The texture uses the object UV coordinates.
Environment – This mode is currently not supported in V-Ray for Revit.
2D (UV Channel)
UV Channel/Set – Specifies the index of the mapping channel data to use. A value of 1 takes the first available channel.
Repeat U/V – Determines how many times the texture is repeated in the 0 to 1 UV square.
Lock U/V Repeat – Locks the U/V Repeat.
Offset U/V – Controls the texture offset in the U and V direction.
Rotate – Rotates the texture (in degrees).
Tile U/V – Tiles the texture in the U and V direction. If the option is disabled, the Default texture color is used outside the 0 to 1 UV square. Default color is found in Parameters > Color Manipulation.
Mirror U/V – Mirrors the texture in the U and V direction separately. The option cuts the texture in the half flipping one side vertically or horizontally. This can be used to avoid seams in-between non-tileable repeated textures.
Double-sided – This option should be enabled only if support for unique front and back face UVS is required. If enabled, channel "n"is used for front-side UVS and channel "n+1" is used for back-side UVS.
2D (UV Channel)