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Global Switches
VRay Frame Buffer
Image Sampler Antialiasing
Indirect Illumination
Brute force GI
Irradiance map
Global photon map
Light cache
Caustics
Environment
DMC sampler
Color Mapping
Camera
Default displacement
System
VRayMtl
VRay2SidedMtl
VRayOverrideMtl
VRayLightMtl
VRayMtlWrapper
VRayFastSSS
VRayFastSSS2
VRayBlendMtl
VRaySimbiontMtl
VRaySun and VRaySky
VRayDirt Map
VRayColor Map
VRayMap
VRayHDRI map
VRayEdgesTex
VRayBmpFilter
VRayCompTex
VRayLight
VRayIES light
VRayFur
VRayProxy
VRayPlane
VRayShadow
VRayShadowMap
VRayDisplacementMod
VRayToon
VRayEnvironmentFog
VRayPhysicalCamera
:. VRay Render .: VRayCompTex
VRayCompTex

General

The VRayCompTex texture map allows us to compose two textures together using one of the provided blending modes.

Parameters

[VRayCompTex parameters]

Source A - this is the first of the two textures that are going to be blended

 

Source B - this is the second of the two textures that are going to be blended

 

Operator - specify the operation from a list of different blend modes

 

Add(A+B) - This blend mode simply adds pixel values of one texture with the other. In case of values above 256 (in the case of RGB), white is displayed.

 

Sutbract(A-B) - This blend mode simply subtracts pixel values of Source B from Source A. In case of negative values, black is displayed.

 

Difference(|A-B|) - Difference subtracts Source B from Source A, to always get a positive value. Blending with black produces no change, as values for all colours are 0. (The RGB value for black is 0,0,0). Blending with white inverts the picture.

 

Multiply(A*B) - Multiply blend mode multiplies the numbers for each pixel of Source A with the corresponding pixel for Source B. As a simple multiplication can get values as high as 65025, which is far higher than the maximum allowed value, 255, the result is divided by 255. The result is a darker picture. Formula: Result = (Source A Color) * (Source B Color) /255

 

Divide(A/B) - This blend mode simply divides pixel values of Source A by the corresponding values of Source B.

 

Minimum(Min{A,B}) - takes the darkest value for each pixel from each source

 

Maximum(Max{A,B}) - takes the brightest value for each pixel from each source

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