Table of Contents

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

 

Overview


Gradient Ramp is a texture map that can easily create and edit gradients –  useful in many different situations.

 

UI Path


 

||Node Editor|| > Add > Textures > Gradient Ramp

 

Node


Color Mode – Select a color mode for the ramp among RGB, HSV, HSL.

Interpolation – Changes the color interpolation method. Changing the option changes the color transition curve between the control points. You can choose among Constant, B-Spline, Linear, Cardinal and Ease.

Color – The color of the currently selected control point.

Color Step – Numerical option for the color step.

Gradient Position – The float position of the currently selected control point. 

Texture Map – A texture map input for mapping the gradient ramp.

 

 

Parameters


Gradient Type – Specifies the type of gradient ramp to create:

Four corner – A gradient that transitions linearly between colors assigned to each corner. 
Box – A gradient with a box radial transition.
Diagonal – A gradient with a diagonal transition.
Lighting – A gradient based on the light intensity.
Linear – A gradient with a simple linear transition.
Mapped – Specifies a map to use as a gradient.
Normal – A gradient based on surface normals and the camera.
Pong – A gradient with a diagonal transition that repeats in the middle.
Radial – A gradient with a radial transition.
Spiral – A gradient with a circular transition.
Sweep – A gradient with a linear sweep transition.
Tartan – Creates a gradient with a plaid pattern.
Position – Allows the user to specify a Gradient Position.

Interpolation – Changes the color interpolation method. Changing the option changes the color transition curve between the control points. 

None – Disables the transition. 
Linear 
– Values are linearly interpolated in RGB color space.
Exponential Up 
– Values are exponentially interpolated from left to right, each color dominating the area between it and the next one.
Exponential Down – Values are exponentially interpolated from right to left, each color dominating the area between it and the previous one.
Smooth – Values are interpolated along a bell curve, each color dominating the region around it before blending to the next color
Bump – Values are interpolated along a sin curve, based on luminosity values.
Spike – Each color dominates only its immediate area, falling off shortly after.

Noise Type – Specifies how the colors are randomly distributed across the gradient.

Regular – A plain noise with a non-fractal function.
Fractal
 – A fractal algorithm to generate the noise.
Turbulence
 – A turbulence based noise type is used.

Noise Amount – How much noise is introduced.

Noise Size – The scale of the noise.

Noise Levels –  How many iterations of noise there will be.

Noise Phase – Controls the speed of the procedural noise.

Noise Low Threshold – Sets the Low threshold.

Noise High Threshold – Sets the high threshold.

Noise Smooth – The amount of smoothing of the noise.

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.