Table of Contents

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

 

Overview


 

The Output utility texture can be used to perform various adjustments to a texture's value, such as multiplication, offset, inversion and clamping.

 

UI Path


 

||Node Editor|| > Add > Utility Textures > Output

 

Node


 

Invert – When enabled, it inverts the resulting texture color.

Clamp – When enabled, it clamps the output in the [ 0.0; 0.1] range.

Alpha From Intensity – Specifies where to take the alpha from.

Bitmap alpha – This is the default setting. With this option selected, V-Ray renders the material the same on both sides. 
Color intensity/luminance – Renders the back side of polygons as invisible for the camera. 
Force opaque – Renders the back side of polygons as invisible to all rays, except shadow rays.

RGB Level –

RGB Offset –

Output Amount –

Input –

 

 

 

 

Parameters


 

Alpha From Intensity – Specifies where to take the alpha from.

Bitmap alpha – This is the default setting. With this option selected, V-Ray renders the material the same on both sides. 
Color intensity/luminance – Renders the back side of polygons as invisible for the camera. 
Force opaque – Renders the back side of polygons as invisible to all rays, except shadow rays.

Bump Amount –

RGB Level –

RGB Offset –

Compatibility – Allows you to match the result of the texture in Blender to that in either 3ds Max or 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 resulting texture color.

Invert AlphaInverts the alpha channel if Invert is also enabled.

ClampWhen enabled, it clamps the output in the [ 0.0; 0.1] range.

Output Amount –