© Square Enix © Goodbye Kansas


Table of Contents

This page contains information about the V-Ray TexDistance node.


Overview


V-Ray Distance is a procedural texture that returns a different color based on a point's distance to an object specified in a selection list.


 

Parameters


Objects  Specifies set of objects to be considered when calculating the colors for each point in the texture.

Objects (LOP)

Far Color – Specifies the color returned by the texture for points that are at a distance greater than the radius parameter from the specified objects.

Near Color – Specifies the color returned by the texture for points that are right at the edges of the object(s) specified in the list. For points that are outside or inside the objects but not exactly next to the them, the color is determined by blending between the Near Color and the Far Color and the radius serves as a falloff radius.

Distance – Specifies a radius outside which all points are given the far color.

Inside Separate – When enabled, the Near Color value is overridden by the Inside Color value for points that are inside the specified geometry.

Inside Solid – When enabled, all the points inside the specified geometry are given the Inside Color value and no blending is performed.

Inside Color – Specifies the color returned by the texture for points that are right inside the object(s) specified in the list. For points that are inside the objects but not exactly next to them, the color is determined by blending between the Inside Color and the Far Color and the radius serves as a falloff radius.

Outside Separate – When enabled, the Near Color value is overridden by the Outside Color value for points that are outside the specified geometry.

Outside Solid – When enabled, all the points outside the specified geometry are given the Outside Color value and no blending is performed.

Outside Color – Specifies the color returned by the texture for points that are right inside the object(s) specified in the list. For points that are inside the objects but not exactly next to them, the color is determined by blending between the Inside Color and the Far Color and the radius serves as a falloff radius.



Color Tweaks


Default Color – Specifies the color when there are no valid UVW coordinates.

Mult – Specifies a strength 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, 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 – 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 and Invert from Color Tweaks is also on, the resulting texture alpha is inverted as well.