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This page provides information on the V-Ray Bercon Grad Texture.

 

Overview


The Bercon maps were originally developed by Jerry Ylilammi (https://www.ylilammi.com/posts/2013-09-30-berconmaps) as open-source plug-ins for 3ds Max. Source code ported to V-Ray Standalone by Chaos Software Ltd.

The V-Ray Bercon Grad texture combines features of 3ds Max’s native Gradient Ramp, Falloff, and Particle Age maps and expands them even further. It provides an easier control of color variations between objects and particles.

 

UI Path: ||mat Network|| > V-Ray> Texture: Procedural > V-Ray Bercon Grad

 

Main


Color Ramp – A gradient ramp for the Bercon Grad color.

Cam Space – Enables calculations in camera space.

Texture MapSpecifies a texture used for mapped gradient ramp.

Gradient Type – Specifies the gradient type from the following: 1D Linear, 2D Radial, 2D Rectangle, 2D Diagonal, 2D Pong, 2D Spiral, 2D Sweep, 2D Tartan, 3D Spherical, and 3D Box.

Interpolation – Specifies how to interpolate between textures. You can choose between Linear, Smooth, Solid Nearest, Solid Left, and Solid Right.

Ior – Specifies Fresnel IOR to use.

Reverse – Specifies whether to reverse the gradient.

Range Min – Specifies the low threshold for the noise amount.

Range Max – Specifies the high threshold for the noise amount.

Range Loop

Use Dist – Enables the use of distortion. When a texture map is connected to this channel, it distorts the V-Ray Bercon Grad texture depending on the texture map.

Dist Str – Specifies the distortion strength. Solid colors have no effect and the more contrast in the connected texture, the more visible the distortion.

Dist Map – Specifies a distortion map.

Type – Specifies a type of placement from UVW, Normal, Distance, Light, Map, Random, Particle Age, Particle Speed, and Particle Size.

Normal Type – Specifies the falloff direction to be used by the Normal Function:

View – Uses the camera viewing direction. This is the most common selection.
Local X / Local Y / Local Z – Uses one of the object's local axes.
World X / World Y / World Z – Uses one of the world axes.

Camera X / Camera Y / Camera Z – Uses one of the camera's axes.
To Object
Object Z

Normal FunctionSpecifies the type of falloff:

Perpendicular – Based on face normal directions. Faces with normals that point in the Normal Type generate the first color of the gradient ramp while those facing in a perpendicular direction (90 degrees off the Normal Type) generate the last color of the gradient ramp.
Towards – Based on face normal directions. Faces with normals that point in the Normal Type generate the first color of the gradient ramp while those facing in the opposite direction (180 degrees off the falloff direction) generate the last color of the gradient ramp.
Fresnel – Based on changes to the index of refraction (IOR) over the surface. Faces with normals that point in the Normal Type generate the first color of the gradient ramp and those facing in other directions generate varying colors depending on the IOR set by IoR.

Use Curve Input – Specifies whether to use Bezier curves.

 

 

Color Tweaks


Default Color – Specifies a color when there are no valid uvw coordinates.

Mult – Specifies a multiplier for the texture color.

Offset – Color corrects the texture by adding the RGB color values specified here to the RGB color values in the texture.

Invert – When enabled, the resulting texture color is inverted.

 

 

Alpha Tweaks


Source – Specifies the alpha source from Alpha, Color, and Opaque.

Use – Differentiates 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, the resulting texture alpha is inverted, too. If disabled, just the color is inverted.

 

 

Placement


Placement Type – Specifies the way the valid portion of the texture is applied. The options are FullCrop, and Place.

U/V – Specifies the U/V coordinates of the valid texture sector.

W – Specifies the width of the valid texture sector.

H – Specifies the height of the valid texture sector.

Jitter – Specifies the amount of random placement variation.

Tile U – When enabled, there is horizontal tiling.

Tile V – When enabled, there is vertical tiling.

 

 

UV Noise


Enabled – Enables the UV noise.

Amount – Specifies the UV noise amount.

Levels – Specifies the UV noise iterations.

Size – Specifies the UV noise size.

Animated – When enabled, the noise is animated.

Phase – Specifies the UV noise phase.