Table of Contents

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.


UI Path: ||V-Ray Node Editor|| > Shader > Add > Textures V-Ray Bulge



Node Input Sockets


MappingAllows a UVW Mapping, or a UVW Randomizer node to be connected to determine the mapping of the ramp.



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.

Color Mult–  Corrects the color of the texture by multiplying the the RGB color values in the texture with the RGB color values specified here. 

Color Offset  Corrects the color of the texture by adding the RGB color values specified here to the RGB color values of the texture. 

Alpha Mult – A multiplier for the Alpha value.

Alpha Offset – Controls the offset of the Alpha value.



Mapped


Placement Type – Select how to place the texture.

Whole Texture is Valid – Uses the full valid portion of the texture.
Crop – Allows the user to specify a section of the texture using the parameters below. 
Place – Allows the user to specify a section of the texture and how to place it using the parameters below.

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 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. 

U Width – Controls the horizontal line width.

V Width – Controls the vertical line width.


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