Table of Contents

This page provides information about the Cloth texture in V-Ray for Blender. 

 

Overview


The Cloth texture map can be used to generate a procedural cloth texture. It gives a high level of control making it an easy matter to produce the look of a loose or close weaved cloth. It also allows control over the amount of random weave distortion and its channels can be connected to texture maps.

 

UI Path


||Node Editor|| > Add > Textures > Cloth

 

Node


Gap Color – Controls the color of the gaps between the fabric fibers. When a texture is selected, it overrides the color. 

U Color – Controls the horizontal thread color.

V Color – Controls the vertical thread color.

Width –  Controls the horizontal thread width. A texture map can be used for this parameter.

Width  –  Controls the vertical thread width. 

Wave – Controls the amount of wave in the horizontal direction. A texture map can be used for this parameter, as long as the checkbox is enabled. 

Wave – Controls the amount of wave in the vertical direction.

Width Spr – Randomizes the fibers' width based on noise.

Bright Spr – Randomizes the texture brightness based on noise.

Randomness – Controls the amount of randomness in the weave of the cloth. Lower values are subtle, while higher values distort things more often in interesting ways. 

 


Parameters


Compatibility – Allows you to match the result of the texture in Blender to that in either 3ds Max or Maya. If Alpha From is set to Maya:

3ds Max – The resulting alpha of the texture is the intensity of the texture.
Maya – 
The resulting alpha of the texture is the color luminescence.

Invert – When enabled inverts the colors in final result.

 Alpha From – Determines how the alpha of the result is calculated:

Force 1.0 – Alpha is always 1.
Compatibility – Depends on the selected Compatibility option.
Self – The calculated alpha of the texture.

Invert Alpha – Inverts the alpha channel if Invert is also enabled

UV

Placement – Select how to place the texture.

Full
Crop
Place

U – U coordinate of the texture sector. 

V – V coordinate of the texture sector. 

W – W coordinate of the texture sector. 

H – Specifies the height of the texture sector.

Tile U/ Tile V – Enable to choose between a horizontal or vertical tiling.

UV noise on – Enables the noise. 

UV noise amount – Specifies the UV noise amount.

UV noise levels – Specifies the UV noise iterations. 

UV noise size – Specifies the UV noise size. 

UV noise phase – Specifies the UV noise phase. 

Animate UV noise – If enabled, the noise is animated. Use the UV noise phase to animate the noise.