Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

Section
Column
width50%

The Leather texture map generates a procedural leather texture. It uses two color channels that can also be assigned to texture maps.

Column
width5%

 

Column
width45%

 

...

Parameters

...

 

Image RemovedImage Added

 

 

Cell Color Cells – Controls the color of the cells. Crease Color All parameters in this section can use a a texture map, as long as the checkbox is enabled. 

Color Creases – Controls the color of the creases.

 

Parameters

Image Removed

SizeSize – Controls the size of the procedural texture.

Density  – Controls how how close cells are placed next to each other.

Threshold  – Controls the transition between the Cell Color and Crease Color.

Spottiness – Spottiness Controls how circular the cells appear.

Randomness Randomness – Controls how randomly the cells will look in relation to each other.

Defined Creases – Enables and disables creases.

 

...

Color Manipulation

 

Image Removed

 

 

Size – Controls the intensity of the Size parameter.

Density – Controls the intensity of the cell Density parameter.

Threshold – Controls the intensity of the transition between the Cell Color and Crease Color.

Spottiness – Controls the intensity of the cell spottiness, which controls how circular the cells appear.

Randomness – Controls the intensity of the cell Randomness parameter.

 

UVW

Image Removed

 

 

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.

...


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

 

UVWGenEnvironment Parameters

Image Removed

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.

 

 

Image Added


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. A texture map can be assigned here.

Color Offset – Corrects the color of the texture by adding the RGB color values specified here to the RGB color values of the texture. A texture map can be assigned here.

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.


 

Multipliers

...

 

Image Added

 

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 Cells – Blends between the Color Cells and a texture, if specified. 

Color Creases – Blends between the Color Creases and a  texture, if specified. 

 

 

Multiexcerpt include
MultiExcerptNameTexture Placement
PageWithExcerptCloth