Table of Contents

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

 

Overview


V-Ray Softbox is a procedural texture that can be used with a V-Ray Light to simulate the illumination coming from a Soft Box light source.

 

UI Path


 

||Node Editor|| > Add > Textures > Soft Box

 

Node


Base Color – Specifies a color to use as a base.

Grad Vert – An input slot for the V vignette gradient.

Grad Rad – An input slot for the Radial Vignette gradient.

Grad Frame – An input slot for the Frame Vignette gradient.

 

 

 

Parameters


 

V Vignette – Enables the vertical gradient.

V Vignette Flip – When enabled, reverses the vertical gradient.

U Vignette – Enables the horizontal gradient.

U Vignette Flip – When enabled, reverses the horizontal gradient.

Radial Vignette – Enables the radial gradient.

Radial Vignette Flip – When enabled, reverses the radial gradient.

Frame Vignette – Enables the frame gradient.

Frame Vignette Flip – When enabled, reverses the frame gradient.

Frame Tint – Enables the frame tint.

Tint Color – Specifies a color to tint the frame.

Tint Strength – A multiplier that controls how strong of an effect the Tint Color has.

Base Color Mult – A multiplier for the brightness of the texture.

Gamma – A gamma correction that will be applied to the texture.

Base Tint – When enabled, the color in the Base Texture parameter is multiplied by the Base Tint Color parameter.

Strength – A multiplier that controls how strong the effect of the Base Tint Color parameter is.

Hot/Dark Spot – Enables or disables the hot/dark spot.

Mult –  A multiplier for the brightness of the hot/dark spot.

Mode – Specifies how the hot/dark spot is applied.

Hot Spot – Color is added to the texture, adding brightness and creating a hot spot.
Dark Spot 
– Color is subtracted from the texture, removing brightness and creating a dark spot.

Spots Tint – Enables the tint color for the spots.

Strength – A multiplier that controls how strong the strength of the Tint Color parameter.

U/V Offset – Controls the position of the spots along the U or V axis.

Outer Radius – Specifies the outer radius where the hot spot ends as a fraction of the texture size.

Inner Radius – Specifies the inner radius where the hot spot begins to fade out as a fraction of the texture size.

Softness – Controls the rate at which the hot spot fades out.

U/V Tiling On – When enabled, controls the tiling of the spots along the U or V axis.

U/V Tiling – Tiling coordinates of the spots along the U/V axis.

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.