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.



UI Paths

||mat Network|| > V-Ray> Procedural Texture > V-Ray Gradient Ramp

||out Network|| > V-Ray Render Elements node > 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.


Gradient Noise


Type – Specifies how the colors are randomly distributed across the gradient.

RegularA plain noise with a non-fractal function.
A fractal algorithm to generate the noise.
– 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.


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.
– Alpha is generated from pixel intensity.
– 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.

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.


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