This page contains information about the V-Ray Curvature Texture in V-Ray for Modo.


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V-Ray Curvature is a texture that will effectively sample the underlying mesh for curves. A region around each shaded point gets sampled with additional rays (similar to V-Ray Dirt), and all additional normals are averaged to get a "smooth" normal at the original point. This normal is used to compute the color. The color at each shaded point is a gray scale value: darker values are dents (or holes), lighter values are peaks. The parameters should be adjusted by trial and error since they generally depend on the scale used, hence the defaults might not be appropriate in some cases.

For more information, see the workflow tutorial Creating Edge-wear using Curvature.




UI Path: ||Shading viewport|| > Shader Tree > Add Layer button > V-Ray Textures > V-Ray Curvature




Subdivs – Controls the number of samples around each shaded point.

Sample Spread – Controls the radius of the sampled region.

 A texture can drive this value in the Schematic View by attatching the textures greyscale Texture Value output to the Sample spread input.



Out Color Min/Max – Specifies the output color range and can be used to make the output texture darker or lighter. The user can specify a range from 0-100.

Scale – Specifies the scale relative to which the curvature is computed.

Threshold – Curvature values below this threshold will be ignored.