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

 

Overview


The Rock texture map can be used to generate a procedural rock texture. It uses two colors that can have texture maps assigned to them.

Any texture can be replaced via the Replace With New Texture () button, which activates when you select the texture to be replaced. If the texture is an instance, all copies are changed as well.

 

 

 

UI Paths


||V-Ray Asset Editor|| > Textures (right-click) > Rock

||V-Ray Asset Editor|| > Create Asset (left-click) > Textures Rock



Maps


Color A – Controls the first color used by the Rock procedural. You can assign a texture map to this channel, which overrides the color if the checkbox is enabled.  

Color B – Controls the second color used by the Rock procedural. You can assign a texture map to this channel, which overrides the color if the checkbox is enabled.  

Grain Size – Controls the size of the fine grain features. 

Diffusion – Lower values make the resulting texture sharper, while higher values blur the texture details more.

Mix Ratio – Controls the mix between Source A and Source B.

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 – The color used for blending is black.
Blend Amount  The color used for blending is the one specified in the color slot.

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

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

 

 

Notes


  • If Rock textures are combined, diffusion can be used to provide a large detail coloring in one instance of a Rock texture and finer details provided with another. Realistic bump maps can be generated if black and white values are used.