Table of Contents

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

 

Overview


 

The V-Ray Smoke Texture generates a procedural smoke pattern using two colors or texture maps.

 

UI Path


 

||Node Editor|| > Add > Textures > Smoke

 

Node


 

Color1 – Controls the first color used in the smoke.

Color2 – Controls the second color used in the smoke.

 

 

 

Parameters


Size – Controls the scale of the procedural texture. 

Iterations – Controls how many times the procedural repeats the process.

Phase – Controls the speed of the V-Ray Noise procedural's animation.

Exponent – Controls the contrast of the smoke texture.

Use 3D MappingEnables or disables 3D mapping for the procedural texture. Note that his mode is not supported yet by the Hybrid (CUDA) engine. 

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.
Maya – 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. 

Whole texture is valid
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.