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 This is a legacy documentation space! Please refer to V-Ray Next for SketchUp for most up-to-date information.


Page Contents



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







Color Cells – Controls the color of the cells. 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.

Size – 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 – Controls how circular the cells appear.

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

Defined Creases – Enables and disables creases.


Color Manipulation

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.





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. 



Texture Placement


Type – Controls how the texture will be positioned on the geometry. 

2D (UV Channel) – The texture will use the object UV coordinates. 
– This mode is applicable if the map is connected to an Environment slot or a Dome light. 


2D (UV Channel)

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

Repeat U/V – Determines how many times the texture will be repeated in the 0 to 1 UV square.

Offset U/V – Controls the texture offset in the U and V direction. 

Rotate – Rotates the texture (in degrees). 

Tile U/V – Tiles the texture in the U and V direction. If the option is disabled, the Default texture color will be used outside the 0 to 1 UV square. 

Mirror U/V  – Mirrors the texture in the U and V direction separately. The option will cut the texture in the half flipping one side vertically or horizontally. This can be used to avoid seams in-between non-tileable repeated textures. 

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



Mapping – Specifies the type and shape of the texture. 

Mirror Ball

Rotate H – Specifies the amount to adjust the texture's horizontal rotation. 

Flip H – Flips the environment sphere horizontally.  

Rotate V – Specifies the amount to adjust the texture's horizontal or vertical rotation.  

Flip V – Flips the environment sphere vertically. This option is active only in Spherical Mapping. 

Ground – Enables ground projection of the texture.  

Position X/Y/Z – Offsets the ground projection along the X/Y/Z axis. 

Raduis – Specifies a projection radius. Can be used to control the scale of the projection.  

2d Transformation – see 2D (UV channel) parameters.