This page provides information about the Speckle texture in V-Ray for Blender.
Overview
The V-Ray Speckle Texture is a procedural texture that uses two colors or texture maps to produce a speckled noise effect with a smoke-like shape.
Node
Uvwgen – Allows a UWV modifier to be attached to determine the UVW placement of the texture.
Color1 – Controls the lighter color.
Color2 – Controls the darker color.
Common
Compatibility – 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 the final result.
Invert Alpha – Inverts the alpha channel if Invert is also enabled.
Color Mult – Specifies a multiplier for the texture color.
Color Offset – Color corrects the texture by adding the RGB color values specified here to the RGB color values in the texture.
Alpha Mult – Specifies a multiplier for the texture alpha.
Alpha Offset – Specifies an additional offset for the texture alpha.
No UVs Color –
Mapped
UV noise phase – Specifies the UV noise phase.
Color1 – Controls the lighter color. This channel can also be connected to a texture map.
Color2 – Controls the darker color. This channel can also be connected to a texture map.
Size – Controls the scale of the procedural texture produced.