This page provides information about the Swirl texture in V-Ray for Blender.
Overview
V-Ray Swirl is a procedural texture that produces a radial swirling effect. Its effect looks similar to stirring two colors of paint together with a stick. Its parameters can be connected to texture maps if required.
UI Path
||Node Editor|| > Add > Textures > Swirl
Node
Color1 – Controls the lighter color.
Color2 – Controls the darker color.
Parameters
Twist – Controls the tightness of the swirl.
Swirl Intensity – Controls how much range of color can be seen in the swirl. Higher values crush all colors in the texture to a highly contrasted version. While lower values produce more range and eventually for very low values fade away almost completely.
Swirl Amount – Controls the amount of Color 2 that can be seen in the texture.
Color Contrast – Acts as a sort of threshold on the swirl to produce harder edges at high values and more color range at lower values.
Constant Detail – The number of noise octaves used for the noise in the swirl. Larger values result in more detail, but render slower.
Center X – Controls the position of the center of the swirl in the x axis.
Center Y – Controls the position of the center of the swirl in the y axis.
Random Seed – A number that can be used to differ between two instances of the texture.
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.
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.