This page provides information on the V-Ray Noise A Texture.
Overview
The Noise A texture map can be used to generate a procedural noise texture. It uses two colors that can also 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.
Parameters
Color A – Controls the first of the two colors used by the Noise procedural. When a texture is selected, it overrides the color as long as the texture checkbox is enabled.
Color B – Controls the second of the two colors used by the Noise procedural. When a texture is selected, it overrides the color as long as the texture checkbox is enabled.
Type – Specifies the type of noise to be created through the Noise procedural.
Noise
Perlin
Inflected Perlin
Marble(with Perlin)
Amplitude – Controls the range of the Noise.
Frequency – Controls the the amount of Noise generated. Higher values create smaller, finer noise.
Inflection – Enables and disables the inflection effect.
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.
Multiplier – Multiplies the RGB numbers for each pixel of the top layer with the RGB number of the corresponding pixel from the bottom layer. The result is a darker picture. The color used for blending is black.
Blend Amount – Takes each pixel from the top layer if present. Otherwise the bottom layer is used. 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.
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