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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.

 

UI path: ||mat Network|| > V-Ray > Texture: Procedural > V-Ray Splat

||out Network|| > V-Ray Render Elements node > V-Ray > Texture: Procedural > V-Ray Splat

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Color 1 – Controls the color of the main surface.

Color 2 – Controls the color of the splatters.

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 splattersFor more details, see the Iterations example below.

Threshold – Determines how much of Color 1 is mixed with Color 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.

Tile U – Enables horizontal tiling.

Tile V – Enables vertical tiling.

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