This page contains information about the V-Ray Noise Texture.

 

Overview


 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.

 

 

 

 

UI Paths


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

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


 

Node


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

 

 

Settings


 

 

Type – Specifies the type of noise to be created through the Noise procedural.

Noise
Perlin
Inflected Perlin
Marble(with Perlin)

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.


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.

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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