Table of Contents

This page provides information about the Comp Max texture in V-Ray for Blender.

 

Overview


 

The Comp Max texture allows users to compose two textures together in one of the provided blending modes.

 

UI Path


 

||Node Editor|| > Add > Utility Textures > Comp Max

 

Node


 

Operator – Specifies the operation from a list of different blend modes.

Add – Simply adds pixel values of one texture with the other. In case of values above 256 (in the case of RGB), white is displayed.
Subtract – Simply subtracts pixel values of  Source B  from  Source A . In case of negative values, black is displayed.
Difference – Subtracts  Source B  from  Source A , to always get a positive value. Blending with black produces no change, as values for all colors are 0. (The RGB value for black is 0, 0, 0). Blending with white inverts the picture.
Multiply – Multiplies the numbers for each pixel of  Source A  with the corresponding pixel for  Source B . As a simple multiplication can get values as high as 65025, which is far higher than the maximum allowed value, 255, the result is divided by 255. The result is a darker picture. Formula: Result = ( Source A  Color) * ( Source B  Color) /255.
Divide – Simply divides pixel values of  Source A  by the corresponding values of  Source B .
Minimum – Takes the darkest value for each pixel from each source.
Maximum – Takes the brightest value for each pixel from each source.

Source A – Specifies the first of the two textures that are going to be blended.

Source B – Specifies the second of the two textures that are going to be blended.

 

 

 

Parameters


 

Operator – Specifies the operation from a list of different blend modes.

Add – Simply adds pixel values of one texture with the other. In case of values above 256 (in the case of RGB), white is displayed.
Subtract – Simply subtracts pixel values of  Source B  from  Source A . In case of negative values, black is displayed.
Difference – Subtracts  Source B  from  Source A , to always get a positive value. Blending with black produces no change, as values for all colors are 0. (The RGB value for black is 0, 0, 0). Blending with white inverts the picture.
Multiply – Multiplies the numbers for each pixel of  Source A  with the corresponding pixel for  Source B . As a simple multiplication can get values as high as 65025, which is far higher than the maximum allowed value, 255, the result is divided by 255. The result is a darker picture. Formula: Result = ( Source A  Color) * ( Source B  Color) /255.
Divide – Simply divides pixel values of  Source A  by the corresponding values of  Source B .
Minimum – Takes the darkest value for each pixel from each source.
Maximum – Takes the brightest value for each pixel from each source.

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.
Compatibility – Depends on the selected Compatibility option.
Self – The calculated alpha of the texture.

Invert Alpha – Inverts the alpha channel if Invert is also enabled