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This page contains information about the V-Ray Rock Texture.

 

Overview


The V-Ray Rock Texture generates a procedural rock pattern using two colors or texture maps.

 

UI Paths: ||mat Network|| V-Ray > Texture: Procedural > V-Ray Rock

 

 

 

Parameters


Color 1 – Controls the first of the two colors used by the V-Ray Rock procedural.

Color 2 – Controls the second of the two colors used by the V-Ray Rock procedural.

Mix Ratio – Controls the mix between Color 1 and Color 2. For more details, please see the Mix Ratio example below.

Grain Size – Controls the size of the fine grain features. For more details, please see the Grain Size example below.

Diffusion – Lower values make the resulting texture sharper, while higher values blur the texture details moreFor more details, please see the Diffusion example below.

Wrap – Enables wrapping for the texture.

 

Color Tweaks


Default Color – Specifies the color when there are no valid UVW coordinates.

Mult – Specifies a strength multiplier for the texture color.

Offset – Color corrects the texture by adding the RGB color values specified here to the RGB color values in the texture.

Invert – When enabled, inverts the resulting texture color.

 

 

Alpha Tweaks


Source – Specifies where the alpha channel is drawn from.

Alpha – Alpha channel is drawn from the texture.
Color 
– Alpha is generated from pixel intensity.
Opaque 
– Alpha channel is fully opaque.

Use – Differentiates between textures exported from different applications. You can choose between Color Intensity (3ds Max) and Color Luminance (Maya).

Mult – Specifies a multiplier for the texture alpha.

Offset – Specifies an additional offset for the texture alpha.

Invert – When enabled and Invert from Color Tweaks is also on, the resulting texture alpha is inverted as well.

 

 

Placement


Placement Type – Specifies the way the valid portion of the texture is applied.

Full – Uses the full valid portion of the texture.
Crop – Specifies a section of the texture using the parameters below. 
Place – Specifies a section of the texture and how to place it using the parameters below.

U – Specifies the U coordinate of the valid texture sector.

V – Specifies the V coordinate of the valid texture sector.

W – Specifies the width of the valid texture sector.

H – Specifies the height of the valid texture sector.

Jitter – Controls the amount of random placement variation.

Tile U – Enables horizontal tiling.

Tile V – Enables vertical tiling.

 

 

UV Noise


Enabled – Enables noise for the texture.

Amount – Specifies the amount of noise to add to the texture.

Levels – Specifies the amount of noise iterations.

Size – Controls the scale of the noise.

Animated – Enables the noise to be animated.

Phase – Controls the noise phase.

 

 


 

Example: Grain Size

 

 


Grain Size: 0.01


Grain Size: 0.05


Grain Size: 0.1

 

 

 

 

 

 

 


 

 

 

Example: Diffusion

 


Diffusion: 0.1


Diffusion: 1.0


Diffusion: 2.0

Example: Mix Ratio

 


Mix Ratio: 0.1


Mix Ratio: 0.5


Mix Ratio: 0.9

 

 

Notes


  • If V-Ray Rock textures are combined, diffusion can be used to provide a large detail coloring in one instance of V-Ray Rock texture and finer details provided with another. If black and white values are used then this could be a great way to generate realistic bump maps.

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