Color Ramp – A gradient ramp for the Bercon Grad color. Cam Space – Enables calculations in camera space. Texture Map – Gradient Type – Specifies the gradient type from the following: 1D Linear, 2D Radial, 2D Rectangle, 2D Diagonal, 2D Pong, 2D Spiral, 2D Sweep, 2D Tartan, 3D Spherical, and 3D Box. Interpolation – Specifies how to interpolate between textures. You can choose between Linear, Smooth, Solid Nearest, Solid Left, and Solid Right. Ior – Specifies Fresnel IOR to use. Reverse – Specifies whether to reverse the gradient. Range Min/Range Max – Defines the range a gradient is drawn. Range Loop – Specifies how the gradient behaves from None, Tile, Mirror, Stretch. Use Dist – Enables the use of distortion. When a texture map is connected to this channel, it distorts the V-Ray Bercon Grad texture depending on the texture map. Dist Str – Specifies the distortion strength. Solid colors have no effect and the more contrast in the connected texture, the more visible the distortion. Dist Map – Specifies a distortion map. Type – Specifies a type of placement from UVW, Normal, Distance, Light, Map, Random, Particle Age, Particle Speed, and Particle Size. Normal Type – Specifies the falloff direction to be used by the Normal Function: View – Uses the camera viewing direction. This is the most common selection. Local X / Local Y / Local Z – Uses one of the object's local axes. World X / World Y / World Z – Uses one of the world axes. Camera X / Camera Y / Camera Z – Uses one of the camera's axes. To Object Object Z Normal Function – Perpendicular – The falloff depends on whether the normal specified by the Normal Type is parallel or perpendicular to the camera. Towards – The falloff depends on whether the normal specified by the Normal Type faces the camera towards or backwards. Fresnel – The falloff depends on the IOR. Use Curve Input – Specifies whether to use Bezier curves. |