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

 

Overview


The V-Ray Rock Texture generates a procedural rock pattern using two colors or texture maps.  

 


UI Paths


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

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


 

 

Node


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

 

 


Parameters


 

 

Color 1 – Controls the first of the two colors used by the V-ray Rock procedural.

Color 2 – Controls the second of the two colors used by the V-ray Rock procedural.

Mix Ratio – Controls the mix between Color 1 and Color 2. For more details, please see the Mix Ratio example below.

Grain Size – Controls the size of the fine grain features. For more details, please see the Grain Size example below.

DiffusionLower values make the resulting texture sharper, while higher values blur the texture details more. For more details, please see the Diffusion example below.

WrapEnables wrapping for 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 – Spcifies 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

 

 


 

Example: Grain Size

 

 


Grain Size: 0.01


Grain Size: 0.05


Grain Size: 0.1

 

 

 

 

 

 

 


 

 

 

Example: Diffusion

 


Diffusion: 0.1


Diffusion: 1.0


Diffusion: 2.0

Example: Mix Ratio

 


Mix Ratio: 0.1


Mix Ratio: 0.5


Mix Ratio: 0.9

 

 

Notes


  • If V-Ray Rock textures are combined, diffusion can be used to provide a large detail coloring in one instance of V-Ray Rock texture and finer details provided with another. If black and white values are used then this could be a great way to generate realistic bump maps.

 

 

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