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The Marble texture map can be used to generate a procedural marble texture. It uses two colors that can also have texture maps assigned to them.  

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Parameters

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Vein Color  – Base Specifies the main color of the marble's veinsFiller Color . All parameters in this section can have a texture map assigned to their channel, as long as the checkbox is enabled. 

Color Vein – Specifies the main color of the marble.

 

Marble Attributes

 

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Vein Width 's veins

Vein Width – Controls the thickness of the marble veins.

Diffusion  – Controls the amount of blur applied to the veins.

Contrast Contrast – Controls the contrast.

 

 

Noise Attributes

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Amplitude  – Controls the amount of distortion in the marbles vein's. A value of 0 will make these a straight line. 

Ratio – Controls the amplitude ratio between two consecutive levels of the fractal noise. A value of 0 will make only the first noise level affect the result, and a value of 1 will make all noise levels affect the result with the same weight.

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Depth Max – Maximum level of the fractal noise.

 

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Color Manipulation

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Vein Color – Controls the intensity of the marble Vein Color.

Filler Color – Controls the intensity of the marble Filler Color.

Vein Width – Controls the intensity of the Vein Width parameter.

Diffusion – Controls the intensity of the blur.

Contrast – Controls the intensity of the contrast between the veins and filler.

Amplitude – Controls the intensity of the vein distortion.

Ratio – Controls the intensity of the amplitude Ratio, which determines how the two different fractal noise levels affect the vein pattern.

Ripples – Controls the intensity of the vein distortion.

Depth Min – Controls the intensity of the fractal noise's minimum level.

Depth Max – Controls the intensity of the fractal noise's maximum level.

 

 

UVW

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UV Transformation – Applies transformations to the UV texture space.

Repeat – Specifies how many times to repeat the U or V spaces of the texture.
Offset – Specifies an amount to offset the U or V spaces.
Mirror – When enabled, the U or V spaces will be mirrored.
Rotation – Specifies the number of degrees to rotate the UV texture.

 

UVWGenChannel Parameters

UVWGenChannel – Allows modification for the geometry source's UVW data.

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Double-sided Mode – Enables both sides of the object to be affected by the UVW data.

 

UVWGenEnvironment Parameters

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UVWGenEnvironment – Allows spherical, cube, etc. textures to be mapped on the environment color slot or dome lights.

Channel – Specifies the type and shape of the texture:

Angular
Cubic
Spherical
Mirror Ball
Screen
Spherical (Max)
Spherical (V-Ray)
Cylindrical (Max)
Shrink wrap (Max)

Direction Transformation – Applies transformations to the direction of the UVW texture.

Rotation – Specifies the amount to adjust the texture's horizontal or vertical rotation.
Repeat – Specifies how many times to repeat the texture horizontally or vertically.
Mirror – When enabled, the texture will be flipped along the specified axis.

 

Invert Texture – Inverts the RGB texture values.

Alpha from Intensity – Uses the texture RGB intensity/luminance as alpha channel.

Color Gain – Corrects the color of the texture by multiplying the the RGB color values specified here with the RGB color values of the texture. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Color Offset – Corrects the color of the texture by adding the RGB color values specified here to the RGB color values of the texture. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Default Color – Specifies a default color for polygons with no valid UVs. In case the map is not tiles, the default color will be used outside the texture borders.

Use 3D Mapping – Enables or disables 3D mapping for the procedural texture. Note that his mode is not supported yet by the Hybrid (CUDA) engine.

 

Multipliers

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Mode – Specifies the multiplication mode of the colors. 

Multiplier – Multiplies the RGB numbers for each pixel of the top layer with the RGB number of the corresponding pixel from the bottom layer. The result is a darker picture. 
Blend Amount  Takes each pixel from the top layer if present. Otherwise the bottom layer is used.

Color Base – Controls the intensity of the marble Base Color.

Color Vein – Controls the intensity of the marble Vein Color.

 

 

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