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 back side of polygons as invisible for the camera. Force opaque – Renders the back side 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. H – Specifies the height of the texture sector. Include Path – An alternative include directory. 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. Output Alpha – Name of the output alpha parameter as declared in the osl shader. Output Color – Name of the color output parameter as declared in the osl shader. Placement Type – Select how to place the texture. Whole texture is valid Crop Place Shader File –Path to the .oso file. Tile U/V – Tiles the texture in the U and V direction. If the option is disabled, the Default texture color is used outside the 0 to 1 UV square. U – U coordinate of the texture sector. UV noise phase – Specifies the UV noise phase. 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 – Specifies the V/W coordinate of the texture sector. |