This page contains information about the V-Ray Noise Texture.
The TexNoise node generates a procedural noise texture. It uses an implementation similar to that of Maya. It uses two colors that can also have texture maps assigned to them.
||mat Network|| > V-Ray> Procedural Texture > V-Ray Noise
The TexNoise node provides inputs for controlling various texture properties. They correspond to parameters in the section below.
Type – Specifies the type of noise to be created through the Noise procedural.
Dimensions – Specifies the type of space for the texture.
2D – Applies the noise as a 2D texture.
3D – Applies the noise as a 3D texture.
Color A – Controls the first of the two colors used by the Noise procedural.
Color B – Controls the second of the two colors used by the Noise procedural.
Amplitude – Controls the range of the Noise.
Threshold – Specifies a value added to the noise function. Note that values above 1.0 are clamped.
Frequency – Controls the the amount of Noise generated. Higher values create smaller, finer noise.
Lacunarity – Controls the fractal lacunarity, that is the size distribution of the holes.
Octaves – Controls the number of functions to use when calculating Perlin Noise.
Time – Specifies the time of the noise. This acts as a third or fourth dimension to the noise generating function.
Inflection – Enables and disables the inflection effect.
Clamp – When enabled, the texture colors are clamped.
Implode – Controls the amount of implode performed on the UVW coordinates.
Implode Center – Specifies the center of the implode effect.
Origin – Controls the translation for the noise UVW coordinates.
Scale – Controls the scale for the noise UVW coordinates.
Wrap – Enables the wrapping of the texture.
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 – 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.
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.