Alpha From Intensity – Specifies where to take the alpha from. Bitmap alpha – This is the default setting. With this option selected, V-Ray renders the material the same on both sides. Color intensity/luminance – Renders the backside of polygons as invisible for the camera. Force opaque – Renders the backside of polygons as invisible to all rays, except shadow rays. 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. Distortion Ratio – Distortion U/V – Gamma – H – Specifies the height of the texture sector. Invert – When enabled inverts the colors in final result. Invert Alpha – Inverts the alpha channel if Invert is also enabled. Jitter – The amount of random placement variation. Noise Type – Octaves – Controls the number of functions to use when calculating Perlin Noise. Placement Type – Select how to place the texture. Whole texture is valid Crop Place Tile U/V – Enable to choose between a horizontal or vertical tiling. U – U coordinate of the texture sector. UV noise phase – Specifies the UV noise iterations. UV noise amount – Specifies the UV noise amount. Animate UV noise – If enabled, the noise is animated. Use the UV noise phase to animate the noise. UV noise levels – Specifies the UV noise iterations. UV noise on – Enables the noise. UV noise size – Specifies the UV noise size. V/W – |