This page contains information about the V-Ray Gradient Ramp Texture.
Gradient is a texture map that can easily create and edit gradients useful in many different situations.
||mat Network|| > V-Ray> Procedural Texture > V-Ray Gradient Ramp
The TexGradRamp node provides inputs for controlling various texture properties. They correspond to parameters in the section below.
Type – Specifies the type of gradient ramp to create:
Four corner – A gradient that transitions linearly between colors assigned to each corner.
Box – A gradient with a box radial transition.
Diagonal – A gradient with a diagonal transition.
Lighting – A gradient based on the light intensity.
Linear – A gradient with a simple linear transition.
Mapped – Specifies a map to use as a gradient.
Normal – A gradient based on surface normals and the camera.
Pong – A gradient with a diagonal transition that repeats in the middle.
Radial – A gradient with a radial transition.
Spiral – A gradient with a circular transition.
Sweep – A gradient with a linear sweep transition.
Tartan – Creates a gradient with a plaid pattern.
Position – Allows the user to specify a Gradient Position.
Gradient Position – Specifies the position of color in the gradient that is returned when Type is set to Position.
Type – Specifies how the colors are randomly distributed across the gradient.
Regular – A plain noise with a non-fractal function.
Fractal – A fractal algorithm to generate the noise.
Turbulence – A turbulence based noise type is used.
Amount – How much noise is introduced.
Size – The scale of the noise.
Phase – Controls the speed of the procedural's noise.
Low Threshold – Sets the Low threshold.
High Threshold – Sets the high threshold.
Smooth – The amount of smoothing of the noise.
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.
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 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 – Sppecifies 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.
Jitter – Controls the amount of random placement variation.
Tile U – Enables horizontal tiling.
Tile V – Enables vertical tiling.
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.