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Table of Contents

This page provides information on the V-Ray Splat Texture.

 

 

Overview


The Splat texture is a procedural texture that mimics a splatter effect similar to the way paint can splatter onto a surface. Both of its two colors channels can be connected to texture maps.

 

 

Parameters


Color Base – Controls the color of the main surface. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Color Splat – Controls the color of the splatters. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Size – Controls the scale of the procedural texture produced.

Iterations – Controls how many times the procedural repeats the process of creating splatters.

Threshold – Controls how much of the texture is covered by splatters.

Smoothing – Controls the sharpness of the splatters. Lower values make the splatters sharper, and higher values make them more blurry.

Color Manipulation


Invert Texture – Inverts the RGB texture values.

Alpha from Intensity – Uses the texture RGB intensity/ luminance as alpha channel.

Color Gain – Corrects the color of the texture by multiplying the the RGB color values in the texture with the RGB color values specified here. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Color Offset – Corrects the color of the texture by adding the RGB color values specified here to the RGB color values in the texture. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Default 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.

 


Multipliers


Mode – Specifies the multiplication mode of the colors. 

Multiply – Multiplies the RGB numbers for each pixel of the top layer with the RGB number of the corresponding pixel from the bottom layer. The result is a darker picture. The color used for blending is black.
Blend Amount  Takes each pixel from the top layer if present. Otherwise the bottom layer is used. The color used for blending is the one specified in the color slot.

Color Base – Blends between a color and a texture, if specified.

Color Splat – Blends between a color and a texture, if specified.

 

 

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)

 

 

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