This page provides information on the Bulge Texture.

 

Overview


The Bulge texture map is similar to the Grid texture. However, it adds the feature of acting as if the grid lines are constraining the texture and the texture is inflated from beneath it. It is most often used as a bump map, but can also be used to simulate transparency as well. When used as a bump map, it gives an inflated look.

 


UI Paths


 

||mat Network|| > V-Ray> Procedural Texture > V-Ray Bulge

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


 

Node


The TexBulge node provides inputs for controlling various texture properties. They correspond to parameters in the section below.

 

 

Settings




U Width – Set the thickness of the horizontal lines.

V Width – Sets the thickness of the vertical lines. For more information, see the U Width and V Width example below


Color Tweaks





Mult – Specifies a strength multiplier for the texture color.

Offset – Color corrects the texture by adding the the RGB color values specified here to the RGB color values in the texture.

Invert – When enabled, inverts the resulting texture color.

Alpha Tweaks




Source – Specifies where the alpha channel is drawn from.

Alpha – Alpha channel is drawn from the texture.
Color 
– Alpha is generated from pixel intensity.
Opaque
– Alpha channel is fully 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 and Invert from Color Tweaks is also enabled, the resulting texture alpha is inverted as well.


Placement





Placement Type – Specifies the way the valid portion of the texture is applied.

Full – Uses the full valid portion of the texture.
Crop – Allows the user to specify a section of the texture using the parameters below.
Place – Allows the user to specify a section of the texture and how to place it using the parameters below.

U – Specifies the U coordinate of the valid texture sector.

V – Specifies the V coordinate of the valid texture sector.

W – Specifies the width of the valid texture sector.

H – Specifies the height of the valid texture sector.

Tile U – Enables horizontal tiling.

Tile V – Enables vertical tiling.


UV Noise



Enabled – Enables noise for the texture.

Amount – Specifies the amount of noise to add to the texture.

Levels – Specifies the amount of noise iterations.

Size – Controls the scale of the noise.

Animated – Enables the noise to be animated.

Phase – Controls the noise phase.


 


 

Example: U Width and V Width


 


U Width:0.1
V Width: 0.1

 


U Width: 0.1
V Width: 0.3

 


U Width: 0.3
V Width: 0.1

 


U Width: 0.3
V Width: 0.3

 

 

 

 


 

 

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