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