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This page contains information about the V-Ray Distance Texture.

 

Overview

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V-Ray Distance is a procedural texture that returns a different color based on a point's distance to an object specified in a selection list.

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 Image Added

 

UI Paths

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||mat Network|| > V-Ray> Procedural Texture > V-Ray Distance

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||shop out Network|| > V-Ray Material > Render Elements node > V-Ray> Ray > Procedural Texture > V-Ray Distance
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Node

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The TexDistance node provides inputs for controlling various texture properties. Most correspond to parameters in the section below.

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Near Color – Specifies the color returned by the texture for points that are right at the edges of the object(s) specified in the list. For points that are outside or inside the objects but not exactly next to the them, the color will be determined is determined by blending between the near color and the far color and the radius will serve the radius serves as a falloff radius.

Distance – Specifies a radius outside which all points will be given are given the far color.

Inside Separate – When enabled, the near color value will be is overridden by the inside color value for points that are inside the specified geometry.

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Inside Color – Specifies the color returned by the texture for points that are right inside the object(s) specified in the list. For points that are inside the objects but not exactly next to them, the color will be determined is determined by blending between the inside color and the far color and the radius will serve the radius serves as a falloff radius.

Outside Separate – When enabled, the near color value will be overridden is overridden by the outside color value for points that are outside the specified geometry.

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Outside Color – Specifies the color returned by the texture for points that are right inside the object(s) specified in the list. For points that are inside the objects but not exactly next to them, the color will be determined is determined by blending between the inside color and the far color and the radius will serve the radius serves as a falloff radius.

 

Color Tweaks

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Alpha – Alpha channel is drawn from the texture.
Color Intensity / Luminance
– Alpha is generated from pixel intensity.
Opaque
– Alpha channel is fully opaque.

Use – Differentiate 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.

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Invert – When enabled and Invert from Color Tweaks is also enabled, the resulting texture alpha will be inverted is inverted as well.