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title: "Splat"
canonical: "https://documentation.chaos.com/space/VBLD/117638696/Splat"
format: markdown
---
This page provides information about the Splat texture in V-Ray for Blender. Overview The V-Ray Splat texture is a procedural texture that mimics a splatter effect similar to the way paint can splatter onto a surface. Both of the two color channels can be connected to texture maps. UI Path:   ||V-Ray Node Editor|| >  Shader  >  Add  >  Textures  >  V-Ray Splat Node Input Sockets This section describes the input sockets of the node. Some sockets have dedicated parameters, which are further described below, and some sockets are just inputs. Mapping  – Allows a  UVW Mapping , or a  UVW Randomizer  node to be connected to determine the mapping of the ramp. Color1  (input socket) – Allows a color node to control the color of the main surface. Color2  (input socket) – Allows a color node to control the color of the splatters. Properties Color1  – Defines a color for the main surface when no node is attached. Color2  – Defines the color of the splatters when no node is attached. Size  – Controls the scale of the procedural texture produced.  Iterations  – Controls how many times the procedural repeats the process.  Threshold  – Determines how much of Color 1 is mixed with Color 2. At 0, only Color 1 is displayed; at 1, only Color 2 is displayed.  Smoothing  – Controls the sharpness of the splatters. Lower values make the splatters sharper. Higher values make them more blurry.