Table of Contents

This page provides information on the Curvature texture in V-Ray for Blender. 

 

Overview


Curvature is a texture that will effectively sample the underlying mesh for curves. A region around each shaded point gets sampled with additional rays (similar to Dirt) and all additional normals are averaged to get a "smooth" normal at the original point. This normal is used to compute the color. The color at each shaded point is a grayscale value: darker values are dents (or holes), lighter values are peaks. The parameters should be adjusted by trial and error since they generally depend on the scale used, hence the defaults might not be appropriate at all in some cases.

 

UI Path


||Node Editor|| > Add > Textures > Curvature

 

Node


Radius – Specifies the radius of the sampled region. If a texture is selected, it overrides the color.

Subdivs – The number of samples V-Ray takes when sampling normals around intersections.

Min – Specifies the minimum output color for the texture.

Max – Specifies the maximum output color for the texture.

 


Parameters


Min – Specifies the minimum output color for the texture.

Max – Specifies the maximum output color for the texture.

Radius – Specifies the radius of the sampled region. If a texture is selected, it overrides the color.

Scale – Adjusts the scale relative to which the curvature is measured. 

Subdivs – The number of samples V-Ray takes when sampling normals around intersections.