This page contains information about the V-Ray Swirl Texture.
V-Ray Swirl is a procedural texture that produces a radial swirling effect. Its effect looks similar to stirring two colors of paint together with a stick. Its parameters can be connected to texture maps if required.
||mat Network|| > V-Ray > Procedural Texture > V-Ray Swirl
The TexSwirl node provides inputs for controlling various texture properties. They correspond to parameters in the section below.
Color 1 – Controls the lighter color. This channel can also be connected to a texture map.
Color 2 – Controls the darker color. This channel can also be connected to a texture map.
Swirl Amount – Controls the amount of Color 2 that can be seen in the texture. For more details, please see the Swirl Amount examples below.
Swirl Intensity – Controls how much range of color can be seen in the swirl. Higher values crush all colors in the texture to a highly contrasted version. While lower values produce more range and eventually for very low values fade away almost completely. For more details, please see the Swirl Intensity examples below.
Twist – Controls the tightness of the swirl. For more details, please see the Twist examples below.
Constant Detail – The number of noise octaves used for the noise in the swirl. Larger values result in more detail, but render slower.
Color Contrast – Acts as a sort of threshold on the swirl to produce harder edges at high values and more color range at lower values. For more details, please see the Color Contrast examples below.
Center X – Controls the position of the center of the swirl in the x axis.
Center Y – Controls the position of the center of the swirl in the y axis.
Random Seed – A number that can be used to differ between two instances of the texture.
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.
Example: Swirl Intensity
Example: Color Contrast
Example: Swirl Amount