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



The V-Ray Splat Texture is a procedural texture that mimics a splatter effect similar to the way paint can splatter onto a surface. Both of the two colors channels can be connected to texture maps.



UI Paths

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

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





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







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. For 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.


Color Tweaks

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.

Alpha Tweaks

Source – Specifies where the alpha channel is drawn from.

Alpha – Alpha channel is drawn from the texture.
– Alpha is generated from pixel intensity.
– 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.

Offset – Specifies an additional offset for the texture alpha.

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


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 a section of the texture using the parameters below.
Place – Allows the user to specify 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.

UV Noise

Enabled – Enables noise for the texture.

Amount – Specifies the amount of noise to add to the texture.

Levels – Specifies the amount of noise iterations.

Size – Controls the scale of the noise.

Animated – Enables the noise to be animated.

Phase – Controls the noise phase.



Example: Size


 Size: 0.25

 Size: 1.0

 Size: 2.5

Example: Iterations


 Iterations: 2

 Iterations: 4

 Iterations: 8






Example: Threshold


 Threshold: 0.1

 Threshold: 0.2

 Threshold: 0.35

Example: Smoothing


 Smoothing: 0.02

 Smoothing: 0.1

 Smoothing: 0.5





Page Contents ×