Table of Contents

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

 

Overview


The Granite texture map generates a procedural Granite texture. It uses four colors that can be changed or assigned to texture maps.

 

UI Path


 

||Node Editor|| > Add > Textures > Granite

 

Node


Color1 Tex – Specifies the first color of the spots. 

Color2 Tex – Specifies the second color of the spots.

Color3 Tex – Specifies the third color of the spots. 

Filler Color – Specifies the base color of the spots.

Cell Size – Controls how large or small the cells are. 

Density – Controls how closely packed the spots are. 

Mix Ratio – Controls the way Color 1, Color 2 & Color 3 are mixed. Low values give a larger amount of spots of Color 1, a mid value of 0.5 give Color 2 more prominence and a high value of 1.0 gives an overall balanced mix of all three colors. 

Spottiness – Controls how circular the spots are. Lower values make the spots more circular, and higher values make them less circular. 

Randomness – Varies the distribution of the spots on the granite. Lower values show more spots, higher values also make them more sparse.

Threshold – Controls the transition between the base color and Color 1, Color 2 and Color 3. 

 

 

Parameters


Creases – Enables or disables crease patterns.

Use 3D Mapping – Enables or disables 3D mapping for the procedural texture. Note that his mode is not supported yet by the Hybrid (CUDA) engine. When this option is enabled, all Texture Placement parameters are ignored.

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

UV

Placement – Select how to place the texture.

Full
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.