This page provides information on the VRayTexNoise node.
|
UI Path: ||Toolbar|| > V-Ray menu icon > Textures > VRayTexNoise
The following parameters can be mapped with constants or textures.
color1 – Controls the choice of color for the light color used by the texture.
color2 – Controls the choice of color for the light color used by the texture.
Protect Connected Inputs – When enabled, a connection with an input node connected to it can't be turned off.
Color 1 – Controls the choice of color for the light color used by the texture. Texture inputs override this parameter.
Color 2 – Controls the choice of color for the dark color used by the texture. Texture inputs override this parameter.
Size – Controls the scale of the noise procedural produced.
Type – Selects the noise type to use for the procedural texture:
Regular – Consistent, relatively even random pattern.
Fractal – More random and disturbed pattern.
Turbulence – Very random and very disturbed pattern.
Phase – Controls the speed of the animation of the noise function. Use this option to animate the noise.
Iterations – Number of noise octave iterations to be used. This controls the amount of detail in the noise.
Low – Sets the dark threshold for the colors. The color affected depends on which of Color 1 or Color 2 is the lighter/darker. Values above 0 clamp the darker color, so the darkest colors used for the noise are lighter than the specified color or input. For example, if Color 1 is darker than Color 2, a value above 0 clamps Color 1 so the darkest colors used for the noise are lighter than the specified color or input for Color 1. In this case, the High parameter affects Color 2.
High – Sets the light threshold for the colors. Values below 1 clamp the lighter color, so the lightest colors used for the noise are darker than the specified color or input. For example, if Color 1 is lighter than Color 2, a value below 1 clamps Color 1 so the lightest colors used for the noise are darker than the specified color or input for Color 1. In this case, the Low parameter affects Color 2.
Alpha from Intensity – Specifies the mode in which alpha is applied.
Bitmap alpha – The information for the alpha is taken from the specified Alpha channel in the texture.
Color intensity/luminance – The alpha information is taken from the Luminance of the RGB channels.
Force opaque – All alpha information is ignored.
Invert – All channels are inverted.
Invert Alpha – The alpha channel is inverted.