There parameters are available when creating a V-Ray Enmesh node from the V-Ray menu (obj Net > Geometry node > V-Ray > V-Ray Enmesh). UV Channel – Specifies the mapping channel of the base surface to use for pattern tiling. Tiling U / V – Sets a tiling factor for the pattern. See the Tiling example below. Flip U / V – Flips the U/V coordinates of the source mesh. Height – Sets the resulting V-Ray Enmesh height based on the Cropbox Size Z. 100% means using original cropbox height. Rotation – Sets pattern rotation around the base surface normal. Offset U / V – Sets a pattern offset along the base surface local mapping. Height Offset – Sets the V-Ray Enmesh geometry offset along the surface normals based on the Cropbox Size Z. See the Height Offset example below. Random Offset U / V – Sets a random offset along the base surface mapping to every pattern in its tile. Use Reference UV – Uses the mapping of the listed objects for shading the result V-Ray Enmesh. This option is disabled by default and the mapping of the original base mesh object is used for shading. Use Reference IDs – Shades the V-Ray Enmesh using the polygon materialIDs of the objects that form the pattern. This comes handy with shading setups that include V-Ray MultiID texture or Multi/Sub-Object material. If disabled, the polygon materialIDs of the base mesh object are used. See the Use Mesh IDs example below. Use Random Rotation Steps – When enabled, the random rotation is snapped to distinct angles as formed by using the Random rotation value as steps count to cover the full 360 spectrum. For example, if Random rotation is set to 4, the pattern mesh is randomly rotated on a 90 degrees step (360/4) - 0, 90, 180, 270, 360 (0). If there is also a Rotation set, for example to 30 degrees, there is a 30 degrees offset - 30, 120, 210, 300, 390 (30). Random rotation – Sets random rotation up to the given angle to each pattern around the base surface normal. Rotation happens in positive and negative direction. |