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