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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



UvwgenAllows 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 phaseSpecifies 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.



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