This page contains information about the V-Ray Softbox Texture.
V-Ray Softbox is a procedural texture that can be used with ato simulate the illumination coming from a Soft Box light source.
The example shown here shows the shader ball with a reflective material lit by an environment light with a V-Ray Softbox Texture applied.
||mat Network|| > V-Ray > Procedural Texture > V-Ray Soft Box
The TexSoftbox node provides inputs for controlling various texture properties. They correspond to parameters in the section below.
Use Base Texture – When enabled, the Base Texture is used instead of the Base Color.
Base Texture – Specifies a texture to use as a base.
Base Color – Specifies a color to use as a base.
Base Multiplier – A multiplier for the brightness of the texture.
Base Gamma – A gamma correction that is applied to the texture.
Use Base Tint – When enabled, the color in the Base Texture parameter is multiplied by the Base Tint Color parameter.
Tint Color – Specifies a color to tint the light.
Tint Strength – A multiplier that controls how strong the effect of the Base Tint Color parameter is.
Enable – Enables the radial gradient.
Radial Vignette Flip – When enabled, reverses the radial gradient.
Enable – Enables the vertical gradient.
V Vignette Flip – When enabled, reverses the vertical gradient.
Enable – Enables the horizontal gradient.
U Vignette Flip – When enabled, reverses the horizontal gradient.
Enable – Enables the frame gradient.
Frame Vignette Flip – When enabled, reverses the frame gradient.
Use Frame Tint – Enables the frame tint.
Tint Color – Specifies a color to tint the frame.
Tint Strength – A multiplier that controls how strong of an effect the Tint Color has.
Enable Frame Noise – Enables frame noise.
Noise Amount – Specifies the amount of frame noise.
Noise Size – Specifies the scale of the frame noise.
Noise Phase – Specifies the phase of the frame noise.
Fractal Noise – When enabled, generates a fractal noise pattern.
Fractal Levels – When Fractal Noise is enabled, this controls the number of fractal iterations.
Enable – Enables or disables the hot/dark spot.
Spots Mode – Specifies how the hot/dark spot is applied.
Hot Spot – Color is added to the texture, adding brightness and creating a hot spot.
Dark Spot – Color is subtracted from the texture, removing brightness and creating a dark spot.
Softness – Controls the rate at which the hot spot fades out.
Inner Radius – Specifies the inner radius where the hot spot begins to fade out as a fraction of the texture size.
Outer Radius – Specifies the outer radius where the hot spot ends as a fraction of the texture size.
Spots Multiplier – A multiplier for the brightness of the hot/dark spot.
U/V Offset – Controls the position of the spots along the U or V axis.
U/V Tiling – When enabled, controls the tiling of the spots along the U or V axis.
Spots Tint On – Enables the tint color for the spots.
Spots Tint Color – When enabled, controls the color of the hot spot.
Spots Tint Strength – A multiplier that controls how strong the strength of the Tint Color parameter.
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.
The Gradients options allow the user to blend gradient textures on top of the V-Ray Softbox texture. You can add a gradient in the U and V direction and place a frame - which is a gradient in both directions.