This page provides information about the Bulge texture in V-Ray for Blender. 


Overview


The V-Ray Bulge Texture is a black-and-white only map with a slight color ramp between the black and white colors. When used as a bump map, it gives the appearance of the surface being inflated yet constrained by the grid lines. It can also be used to simulate transparency.


 


Common


Compatibility With – Allows you to match the result of the texture in Blender to that in either 3ds Max or Maya. If Alpha From is set to Maya:

3ds Max – The resulting alpha of the texture is the intensity of the texture.
Maya – 
The resulting alpha of the texture is the color luminescence.

 Alpha From Intensity – Determines how the alpha of the result is calculated:

Bitmap Alpha – Alpha channel is drawn from the texture.
Color intensity/luminance – Alpha is generated from pixel intensity.
Force Opaque – Alpha channel is fully opaque.

Invert – When enabled inverts the colors in final result.

Invert Alpha – Inverts the alpha channel if Invert is also enabled.


Mapped


Placement Type – Select how to place the texture.

Whole texture is valid
Crop
Place

U – U coordinate of the texture sector. 

V – V coordinate of the texture sector. 

W – W coordinate of the texture sector. 

H – Specifies the height of the texture sector.

Tile U/ Tile V – Enable to choose between a horizontal or vertical tiling.

UV noise on – Enables the noise. 

Animate UV noise – If enabled, the noise is animated. Use the UV noise phase to animate the noise. 

UV noise amount – Specifies the UV noise amount.

UV noise levels – Specifies the UV noise iterations. 

UV noise size – Specifies the UV noise size. 

UV noise phase – Specifies the UV noise phase.