The V-Ray Splat Texture texture is a procedural texture that mimics a splatter effect similar to the way paint can splatter onto a surface. Both of the its two colors color channels can be connected to texture maps.
Size – Controls the scale of the procedural texture produced. For more details, see the Size example below.
Iterations – Controls how many times the procedural repeats the process of creating splatters. For more details, see the Iterations example below.
Threshold – Determines how much of Color 1is mixed withColor 2. At 0, only Color 1 is displayed; at 1, only Color 2 is displayed. For more details, see the Threshold example below.
Smoothing – Controls the sharpness of the splatters. Lower values make the splatters sharper, higher values make them more blurry. For more details, see the Smoothing example below.
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Default Color – Specifies the color when there are no valid UVW coordinates.
Mult – Specifies a strength multiplier for the texture color.
Offset – Color corrects the texture by adding the the RGB color values specified here to the RGB color values in the texture.
Invert – When enabled, inverts the resulting texture color.
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Source – Specifies where the alpha channel is drawn from.
Alpha – Alpha channel is drawn from the texture. Color – Alpha is generated from pixel intensity. Opaque – Alpha channel is fully opaque.
Use – Differentiate – Differentiates between textures exported from different applications. You can choose between Color Intensity (3ds Max) and Color Luminance (Maya).
Mult – Specifies a multiplier for the texture alpha.
Offset – Specifies an additional offset for the texture alpha.
Invert – When enabled and Invert from Color Tweaks is also enabledon, the resulting texture alpha is inverted as well.
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Placement Type – Specifies the way the valid portion of the texture is applied.
Full – Uses the full valid portion of the texture. Crop – Allows the user to specify Specifies a section of the texture using the parameters below. Place – Allows the user to specify Specifies a section of the texture and how to place it using the parameters below.
U – Specifies the U coordinate of the valid texture sector.
V – Specifies the V coordinate of the valid texture sector.
W – Specifies the width of the valid texture sector.
H – Specifies the height of the valid texture sector.
Jitter – Controls the amount of random placement variation.