This page provides information on the V-Ray Bercon Wood Texture.
Overview
The V-Ray Bercon Wood Texture map can be used to generate a procedural wood texture. It uses three customer colors or texture maps, and gives a choice of four wood pattern types.
Main
Colors
Color 1 – Specifies the choice of color for the dark color used by the texture.
Color 2 – Specifies the choice of color for the light color used by the texture.
Gain
Lock to Color 2 – When enabled, sets the Grain Color to be the same as Color 2.
Grain – Specifies the color of the wood grain produced by the V-Ray Wood procedural texture. This channel can be either driven by a value or a texture.
Amount – Specifies the amount of the grain produced in the texture.
Freq – Specifies the frequency of the grain produced in the texture.
Distortion
Use Distortion – When a texture map is connected to this channel, it distorts the V-Ray Bercon Wood 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.
Curve
Use Curve Input – When enabled, calculated blend amount is transformed by the Bezier curve.
Wood
Seed – The seed value used to generate the procedural texture. Changing this value gives different variations in the pattern.
Wood Type – Specifies the pattern of the wood type. Choose from Radial Wood, Perlin Wood, Simplex Wood, and Linear Wood. For more information, see the Wood Types example below.
General
Size – Specifies the procedural texture's size.
Low – Specifies the amount of large feature details.
High – Specifies the amount of smaller feature details.
Skew – Specifies how Color 1 and Color 2 are blended between different "age rings" of the wood.
Width Var – Specifies the amount of width variety in the width of the wood grain.
Gain Var – Specifies the amount of gain variety in the width of the wood grain.
Trunk Wobble
Strength – Specifies the strength of the Trunk.
Freq – Specifies the frequency of the Trunk wobble.
Radial Noise
Strength – Specifies the strength of the radial distortion.
Freq – Specifies the frequency of the radial distortion.
Z Freq – Specifies the radial z frequency of the radial distortion.
Angular Noise
Strength – Specifies the strength of the angular noise.
Freq – Specifies the frequency of the angular noise.
Radius – Specifies the radius of the angular noise produced.
Output
Super Sampling – Specifies samples used for super sampling the produced texture.
Camera Space – Enables calculations in camera space.
Color Tweaks
Default Color – Specifies the color when there are no valid UVW coordinates.
Mult – Specifies a 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, the resulting texture color is inverted.
Alpha Tweaks
Source – Specifies the alpha source from Alpha, Color, and 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, 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 Full, Crop, and Place.
U/V – Specifies the U/V coordinates of the valid texture sector.
W – Specifies the width of the valid texture sector.
H – 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.
Type – Specifies the mapping type. UV Name – The name of the UV channel that is used. Repeat U – Multiplier for U values. Repeat V – Multiplier for V values. Coverage U – U values are remapped to 1.0. Coverage V – V values are remapped to 1.0. Translate Frame U – Translates the frame in U direction after applying rotate_frame (and before wrap, coverage, clamp). Translate Frame V – Translates the frame in V direction after applying rotate_frame (and before wrap, coverage, clamp). Rotate Frame – Rotates the frame after applying UV noise. Rotate UV – Rotates the UVs after mirroring. Offset U – Offset added to U before mirroring (after wrap, coverage, clamp). Offset V – Offset added to V before mirroring (after wrap, coverage, clamp). Noise U – Noise magnitude multiplier in U direction. Nose V – Noise magnitude multiplier in V direction. Mirror U – When enabled, every other tile outside the [0;1] range is mirrored in U. Mirror V – When enabled, every other tile outside the [0;1] range is mirrored in V. Wrap U – When enabled, U values outside the [0;1] range wrap back to [0;1]. Wrap V – When enabled, V values outside the [0;1] range wrap back to [0;1]. Stagger – When enabled, tiles in the V direction add +0.5 to the U value for a 'staggering' effect. Type – Specifies the type of projection mapping to use from the following:None Planar Projection Camera – Selects a camera. Projection Camera (LOP) – Same as Projection Camera parameter but for use in the LOP context. Fit Fill – Specifies how the projection is fitted. Vertical – Fitted vertically. Fit Type – Specifies the type of fitting to use: None U / V Angle – Specifies the U / V mapping angle. Film Gate W / H – Specifies the width / height of the film gate. Hide Backface – Determines whether to project on back faces of polygons. Hide Occluded – Determines whether to project on occluded points when using the Perspective Type. Object Space – When enabled, the projection is applied in the object space of the currently shaded geometry. Use Reference Points – Uses reference mesh/rest inputs for projection calculations. Mapping Type – Specifies the type and shape of the texture from the following: Spherical, Angular, Cubic, Mirror Ball, Screen, Spherical (3ds Max), Cylindrical (3ds Max), Shrink Wrap (3ds Max), and Spherical (V-Ray). Horizontal Flip – Flips the environment horizontally. Vertical Flip – Flips the environment vertically. Horizontal Rotation – Specifies the horizontal rotation (left and right). Vertical Rotation – Specifies the vertical rotation (up and down). Texture Rotation – Specifies the texture rotation. Wrap U – If true, U values outside the [0;1] range wrap back to [0;1]. You can choose between the No Wrapping, Wrap and Mirror Tile options. Wrap V – If true, V values outside the [0;1] range wrap back to [0;1]. You can choose between the No Wrapping, Wrap and Mirror Tile options. Wrap X – If true, X values outside the [0;1] range wrap back to [0;1]. You can choose between the No Wrapping, Wrap and Mirror Tile options. Crop U / V / W – Enables or disables cropping in the U / V / W direction. DUVW Scale – Specifies an additional scale factor for the texture derivatives. Ground – Enables ground projection of the texture. Ground Radius – When Ground is enabled, this specifies the radius of the ground. Ground Position – When Ground is enabled, this specifies the coordinates for the ground.Mapping
Spherical
Cylindrical
Ball
Cubic
Tri-Planar
Perspective
Fit Fill – Fitted to fill the space.
Horizontal – Fitted horizontally.
Match Camera Film Gate
Match Camera Resolution
Example: Wood Types
Notes
The Bercon Maps were originally developed by Jerry Ylilammi ( http://www.ylilammi.com/2013/09/berconmaps/ ) as open-source plug-ins for 3ds Max. Source code ported to V-Ray Standalone by Chaos Software Ltd.