Table of Contents

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.