Please note that this documentation space offers information for V-Ray 3.6! For most up-to-date documentation, refer to V-Ray Next for Modo help.

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

 

Page Contents

 

Overview


V-Ray Layered is a tool for merging or compositing two or more textures or images using various blend modes or texture masks.

In the example shown here, a series of textures and colors are layered using V-Ray Falloff, V-Ray Fresnel, and V-Ray Splat as layer masks.

 

 


 

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

 

Parameters





A set of parameters controls the blending of each layer with the composite of all above layers.

 

Enabled # – Turns the layer's contribution to the final composite on and off.

Texture #  The bitmap or procedural map used as the texture for this layer. A specified color is used if no texture is linked to this node channel in Schematic setup.

Blend Mode # – Sets the merge algorithm to use for the layer

Normal – The current layer covers the composite where the images overlap. If the current layer is completely opaque, the resulting image consists entirely of the current image. Use this option for Texture 1 when setting up the base texture for a composite.
Average
 – The average of the composite and the current texture. The result will be darker than the two images.
Add
 – The sum of the current texture and the composite. Pixel values over 1.0 are clipped to 1.0.
Subtract
 – Subtracts the current texture from the composite.
Darken
 – Takes the minimum (darkest) values of the current texture and the composite.
Multiply
 – Multiplies the values of the current layer and previous layer. Note that multiplying two negative values will not yield a positive number.
Color Burn
 – Darkens the composite color to reflect the current texture color by increasing the contrast between the two. Blending with white produces no change.
Linear Burn
 – Darkens the composite color to reflect the current texture color by decreasing the brightness. Blending with white produces no change.
Lighten
 – Takes the maximum (lightest) values of the current texture and the composite.
Screen
 – Multiplies the composite with the inverse of the current layer. Screening with black leaves the color unchanged.
Color Dodge
 – Brightens the composite to reflect the current texture by decreasing contrast between the two. Blending with black produces no change.
Linear Dodge
 – Brightens the composite color to reflect the current texture by increasing the brightness.
Spotlight
– Acts like Multiply but with twice the brightness.
Spotlight Blend
– Acts like Spotlight but also adds ambient illumination to the result from the composite above this layer.
Overlay
 – Multiplies or screens the colors of the composite, depending on the brightness values of the current texture.
Softlight
 – Adds or subtracts the values of the composite, depending on the brightness of the current texture.
Hardlight
 – Multiplies or screens the colors of the composite, depending on the brightness values of the current texture.
Pinlight
 – If the current texture is lighter than 50% gray, pixels darker than the defined texture are replaced, and pixels lighter than the defined texture do not change. If the defined texture is darker than 50% gray, pixels lighter than the defined texture are replaced, and pixels darker than the defined texture color do not change.
Hardmix
 – Changes all pixels to primary additive colors (red, green, or blue), or white or black, depending on the colors in the current texture.
Difference
 – Subtracts either the composite from the current texture or the current texture from the composite, depending on which has the greater brightness value.
Exclusion
 – A more photographic form of Difference.
Hue
 – Uses the hue of the current texture and the saturation and value of the composite to form the resulting image. However, if the saturation of the current texture is zero, the hue is taken from the composite.
Saturation
 – Uses the saturation of the current texture and the hue and value of the composite to form the resulting image.
Color
 – Uses the hue and saturation of the current texture and the value of the composite to form the resulting image.
Value
 – Uses the brightness value of the current texture and the saturation and hue of the composite to form the resulting image.

Opacity # – Blends between the composite and the current layer. The default value of 100% uses 100% of the effect of the current layer's contribution when modified by its Blend Mode. When this parameter is 0% the current layer's contribution is fully transparent; it yields the same result as turning off the Enabled option for the layer. Values between 0% and 100% make the current layer's contribution transparent to a degree.

Mask Enabled # – When enabled, this option overrides the Opacity parameter and causes opacity/transparency of the current texture to be determined by a separate mask texture. The mask texture must be linked in Schematic setup to the mask channel. White or bright areas of the mask texture indicate areas of the current texture that will be used in the composite, while black areas indicate areas of the current texture that will not contribute to the composite. If no mask texture is indicated in the Schematic, this option has no effect.