Table of Contents

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

 

Overview


 

The Wood node represents a V-Ray implementation of a wood texture that resembles Autodesk Maya Wood texture.

 

UI Path


 

||Node Editor|| > Add > Textures > Wood

 

Node


 

Filler Color Tex – An input for the base color of the texture.

Vein Color Tex – An input for the color of the veins.

Grain Color Tex – An input for the random grain color in the wood.

 

 

 

 

Parameters


 

Ripples X/Y/Z – Controls the waves of the wood in the X/Y/Z coordinates.

Age – Controls the number of rings the wood has, as it specifies the age of the wood in years.

Vein Spread – Controls how the vein color spreads or diffuses into the base color.

Grain Contr – Controls the grain contrast in comparison to the base color.

Grain Spacing – Controls the distance between the grain patches.

Center U/V – The center of the concentric rings of the U/V coordinates.

Amplitude X/Y – Scale factor for the X/Y axis.

Layer Size – Specifies the wood's ring size.

Ratio – Controls the fractal noise of the texture.

Depth Min/Max – Minimum/maximum number of iterations for the depth.

Randomness – Random seed for the layer's size.

Use 3D Mapping – Enables 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.