This page provides information on the V-Ray Bercon Tile Texture.

 

Overview


The V-Ray Bercon Tile Texture map can be used to generate a procedural tile texture. It can use custom colors or texture maps, and provides a number of style types. This texture can be used as an input to many different material channels to produce varied and complex effects.

 

UI Paths


 

||mat Network|| > V-Ray> Procedural Texture > V-Ray Bercon Tile

||out Network|| > V-Ray Render Elements node > V-Ray > Procedural Texture > V-Ray Bercon Tile

 

 

Node


The V-Ray Bercon Tile node provides inputs for controlling various texture properties. They correspond to parameters in the section below:

 

 

Main




 

Colors

Tile – Specifies the tile color.

Gap – Specifies the gap color.

Lock to Gap Color – When enabled, locks edge color to gap.

Edge – Specifies the color of the edges between the tiles. This could be thought of as mortar between the tiles.

Distortion

Use Distortion – When a texture map is connected to this channel, it distorts the V-Ray Bercon Tile texture depending on the texture map.

Distortion Strength – Solid colors have no effect and the more contrast in the connected texture, the more visible the distortion is.

 

Tiles




 

Tiling

Pattern – Give access to a number of preset patterns for the V-Ray Bercon Tile procedural texture. The available options are Custom (uses parameters specified in the Custom Bond Pattern below), Herringbone, Stack Bond, Stretcher Bond, Flemish Stretcher Bond, Common Bond, Flemish Bond, Monk Bond, Flemish Garden Wall Bond, English Bond, English Cross Bond, Double English Cross Bond.

Size – Specifies the size of the procedural texture.

Tile Width – Specifies the width of the tiles.

Tile Height – Specifies the height of the tiles.

Edge Width – Specifies the width of the Edge color. Larger values give a wider mortar.

Edge Height – Specifies the height of the Edge color.

Soften – Specifies the selection of the different types of softening. This channel can be either set to a value of None, Linear, Round, or Smooth.

Soften Radius – Specifies the radius of the selected soften type.

Round Corners – When enabled, all corners are rounded by the value in the Round Radius channel.

Round Radius – Specifies the circular radius when the Round Corners parameter is enabled. This setting interacts depending on the type of the Round Corners parameter.

Custom Bond Pattern

Pattern – Allows the creation of custom tile patterns using inputs for offset, height, width1, width2, or offset,height, width1. A Negative offset is multiplied by a row number. For example, a pattern of -0.5,0.5,5,2 produces a wooden flooring effect, and a pattern of -0.25,0.5,1,0.5 produces a decorative diagonal brick pattern. However, if just offset, height, and width are input as -0.3,1,1, a more traditional brickwork  / tile pattern can be created.  All user created patterns can be saved as a custom preset.

 

Tile UV





Enable Tile Mapping – When on, enables tile mapping.

Channel – Specifies the UV channel when Enable Tile Mapping is on.

Auto Scaling – Specifies the auto scaling from None, UV, UV Fit, UV Fit Keep Aspect, UV Normalized, and UV Normalized Keep Aspect.

Random Offset X – Randomly offsets the x-axis.

Random Offset Y – Randomly offsets the y-axis.

Random Size X – Applies a random size to the x-axis.

Random Size Y – Applies a random size to the y-axis.

Lock X/Y Sizes – When enabled, random Y size is the same as X size.

Random Rotation – Specifies the random rotation method from None, 90 Degrees, 180 Degrees and Random°.

Degrees – Specifies a random rotation angle when the Random Rotation option is set to Random°.

Random Flip X – Randomly flips the x-axis.

Random Flip Y – Randomly flips the y-axis.

Enable Center Mapping – When on, enables center mapping.

Channel – Specifies the UV channel when Enable Center Mapping is on.

Randomize TexMulti – When enabled, 

 

Output




 

Color Tweaks

Mult – Specifies a multiplier for the texture color.

Offset – Specifies an additional offset for the texture color.

Invert – When enabled, the resulting texture color is inverted.

Alpha Tweaks

Source – Specifies the alpha source from AlphaColor, and Opaque.

Use – Differentiate 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, the resulting texture alpha is inverted, too. If disabled, just the color is inverted.

Placement 

Placement Type – Specifies the way the valid portion of the texture is applied. The options are FullCrop, and Place.

U/V – Specifies the U/V coordinates of the valid texture sector.

– Specifies the width of the valid texture sector.

– Specifies the height of the valid texture sector.

Jitter – Specifies the amount of random placement variation.

Tile U – When enabled, there is horizontal tiling.

Tile V – When enabled, there is vertical tiling.

UV Noise

Enabled – Enables the UV noise.

Amount – Specifies the UV noise amount.

Levels – Specifies the UV noise iterations.

Size – Specifies the UV noise size.

Animated – When enabled, the noise is animated.

Phase – Specifies the UV noise phase.

 

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