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
||Node Editor|| > Add > Textures > Bulge
Node
U width – Specifies the U coordinate width.
V width – Specifies the V coordinate width.
Parameters
U Width – Specifies the U coordinate width.
V Width – Specifies the V coordinate width.
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.
Invert – When enabled inverts the colors in final result.
Alpha From – Determines how the alpha of the result is calculated:
Force 1.0 – Alpha is always 1.
Maya – Depends on the selected Compatibility option.
Self – The calculated alpha of the texture.
Invert Alpha – Inverts the alpha channel if Invert is also enabled
UV
Placement – Select how to place the texture.
Whole texture is valid
Crop
Place
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 a horizontal or vertical tiling.
UV noise on – Enables 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.
Animate UV noise – If enabled, the noise is animated. Use the UV noise phase to animate the noise.