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Page Contents

 

Overview


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.  

 

 

Parameters


 



Vein Color – Specifies the color of the marble's veins

Filler Color – Specifies the main color of the marble.

 

Marble Attributes


 

 

 

Vein Width – Controls the thickness of the marble veins.

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

Contrast – Controls the contrast.

 

Noise Attributes


 

 

 

 

Amplitude  – Controls the amount of distortion in the marbles vein's. A value of 0 will m ake 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.

Ripples – Controls the distortion of the marble's veins non-uniformly.

Depth Min – Minimum level of the fractal noise.

Depth Max – Maximum level of the fractal noise.

 

Multipliers


 

 

 

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



 

 

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.

Channel – Specifies the index of the mapping channel data to use. A value of -1 will take the first available channel.

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

 

UVWGenEnvironment Parameters





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.