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

 

Overview


The V-Ray Speckle Texture is a procedural texture that uses two colors or texture maps to produce a speckled noise effect with a smoke-like shape.

 


UI Paths


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

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

 

 

Node


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

 

 


Settings


 

 

Color1 – Controls the lighter color. This channel can also be connected to a texture map.

Color2 – Controls the darker color. This channel can also be connected to a texture map.

Size – Controls the scale of the procedural texture produced.

 

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

 

 

 
 Size: 1.0

 
 Size: 2.0

 
 Size: 3.0

 

 


 

 

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