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 Alpha – Inverts the alpha channel if Invert is also enabled.
Clamp – When enabled, it clamps the output in the [ 0.0; 0.1] range.
Output Amount –