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

 

Page Contents

 

Overview


V-Ray Distance is a V-Ray specific procedural texture that returns a different color based on a point's distance to object(s) specified in a selection list. In the example shown here, the ground plane was selected as one of the Objects.

 

 


 

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

 

Parameters



 

 

Distance – Specifies a radius outside which all points will be given the far color.

Far Color – Specifies the color returned by the texture for points that are at a distance greater than the radius parameter from the the objects specified in the list.

Near Color – Specifies the color returned by the texture for points that are right at the edges of the object(s) specified in the list. For points that are outside or inside the objects but not exactly next to the them, the color will be determined by blending between the near color and the far color and the radius will serve as a falloff radius. 

 


Inside Separate – When enabled, the near color value will be overridden by the inside color value for points that are inside the specified geometry.

Inside Solid – When enabled, all the points inside the specified geometry are given the inside color value and no blending is performed.

Inside Color – Specifies the color returned by the texture for points that are right inside the object(s) specified in the list. For points that are inside the objects but not exactly next to them, the color will be determined by blending between the inside color and the far color, and the radius will serve as a falloff radius.

 


Outside Separate – When enabled, the near color value will be overridden by the outside color value for points that are outside the specified geometry.

Outside Solid – When enabled, all the points outside the specified geometry are given the outside color value and no blending is performed.

Outside Color – Specifies the color returned by the texture for points that are right inside the object(s) specified in the list. For points that are inside the objects but not exactly next to them, the color will be determined by blending between the inside color and the far color, and the radius will serve as a falloff radius.

 


Objects – Specifies a set of objects to be considered when calculating the colors for each point in the texture.

Include Child Items – When enabled, all objects and their children objects will be added to the list