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

 

Overview


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

 


UI Paths


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

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


 

 

Node


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

 


Settings


 


Color 1 – Controls the first color used in the smoke.

Color 2 – Controls the second color used in the smoke.

Size – Controls the scale of the procedural texture. For more details, please see the Size example below.

Iterations – Controls how many times the procedural repeats the process. For more details, please see the Iteration example below.

Phase – Controls the speed of the V-Ray Noise procedural's animation. For more details, please see the Phase example below.

Exponent – Controls the contrast of the smoke texture. For more details, please see the Exponent example below.


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.

 

 


 

 

 Example: Size

 

The following examples use an Exponent value of 0.5 for visual clarity, not the default value of 1.5.

 
 Size: 0.5

 
 Size: 1.0

 
 Size: 1.5

Example: Iterations

 

 

The following examples use an Exponent value of 0.5 for visual clarity, not the default value of 1.5.


Iterations: 1


 Iterations: 3


 Iterations: 5

 

 

 

 

 


 

 

Example: Phase

 

The following examples use an Exponent value of 0.5 for visual clarity, not the default value of 1.5.

 

 
 Phase: 0.0

 
 Phase: 2.0

 
 Phase: 10.0

Example: Exponent

 

 

 

 
 Exponent: 0.25

 
 Exponent: 1.5

 
 Exponent: 2.0

 



Notes


  • The billowing effect produced by the V-Ray Smoke Texture has a great many uses. One example would be to combine it with a bercon noise texture to produce highly detailed procedural terrains by using the resulting combined map as a displacement map.

 

 

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