This page contains information about the V-Ray Stencil Texture.
The TexStencil node is a utility used to create stencils or mask a user-specified color key.
||mat Network|| > V-Ray > Procedural Texture > V-Ray Stencil
The TexStencil node provides inputs for controlling various texture properties. They correspond to parameters in the section below.
Default Color – Represents the texture that is underneath.
Key Color – Specifies the color to be masked in the texture.
Image (Stencil) – Specifies the texture that acts as a stencil.
Mask – Specifies the transparency of the Stencil.
Key Masking – When enabled, selects the areas in the texture similar to or equal to the Key Color and masks them out.
Positive Key – When enabled, inverts the Chroma Key mask. (Only the colors specified in the Key Color and Hue/Sat/Val Range are displayed.)
Hue/Sat/Val Range –Specifies the range of hue/saturation/values centered on the Key Color that is also masked.
Edges Blend – Controls the sharpness of the texture edges.
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.