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title: "Leather"
canonical: "https://documentation.chaos.com/space/VBLD/117638751/Leather"
format: markdown
---
This page provides information about the Leather texture in V-Ray for Blender. Overview The Leather texture map generates a procedural leather texture. It uses two color channels that can also be assigned to texture maps. UI Path:  ||V-Ray Node Editor|| >  Shader  >  Add  >  Textures  >  V-Ray Leather 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. Cell Color  – Allows a color node to be connected as the  Cell Color  parameter. Crease Color  – Allows a color node to be connected as the  Crease Color  parameter. Size  – Allows an integer-outputting node to be connected as the  Size  parameter. Density   – Allows an integer-outputting node to be connected as the  Density  parameter. Spottyness  – Allows an integer-outputting node to be connected as the  Spottyness  parameter. Randomness  – Allows an integer-outputting node to be connected as the  Randomness  parameter. Threshold  – Allows an integer-outputting node to be connected as the  Threshold  parameter. Mapping  –  Allows a  UVW Mapping , or a  UVW Randomizer  node to be connected to determine the ramp's mapping. Output Color Mult  – Allows a color node to determine the multiplier of the ramp colors. Color Offset  – Allows a color node to determine the offset of the ramp colors. Alpha Mult  – Allows a float node to determine the multiplier for the alpha value. Alpha Offset  – Allows a float node to determine the offset of the alpha value. No UVs Color  – Allows a color node to serve as the fallback color. Common Compatibility With  – Select the compatibility type of the exported map from  Max  or  Maya . 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. Invert  – Enable to invert the color of the texture. Invert Alpha  – Enable to invert the texture alpha. This option is active only when  Invert  is enabled. Color Mult  –    Corrects the color of the texture by multiplying the RGB color values in the texture with the RGB color values specified here.  Color Offset  –   Corrects the color of the texture by adding the RGB color values specified here to the RGB color values of the texture.  Alpha Mult  – Specifies a multiplier for the texture alpha. Alpha Offset  – Specifies an additional offset for the texture alpha. No UVs Color  – Specifies a default color used for polygons with no valid UVs. In case the map is not tiled, specifies a default color that is used outside the texture square.  When a texture is selected, it overrides the color as long as the texture checkbox is enabled. Mapped Wrap  – When enabled, wraps the texture back when it goes outside of the placement area. Placement Type  – Select how to place the texture. Whole texture is valid Crop Place U  – U coordinate of the texture sector. V  – V coordinate of the texture sector.  W  – W coordinate of the texture sector.  H  – Specifies the height of the texture sector. Jitter  – Specifies a randomization value for the UV placement. Tile U/ Tile V  – Enable to choose between horizontal or vertical tiling. UV Noise On  – Enables the noise.  Animate UV Noise  – If enabled, the noise is animated. Use the UV noise phase to animate the noise. UV Noise Amount  – Specifies the UV noise amount. UV Noise Levels  – Specifies the UV noise iterations.  UV Noise Size  – Specifies the UV noise size.  Properties UV Noise Phase   – Specifies the UV noise phase.   Cell Color  – Controls the color of the cells.  Crease Color  – Controls the color of the creases. Size  – Controls the size of the procedural texture. Density  – Controls how close the cells are placed next to each other. Spottiness  – Controls how circular the cells appear. Randomness  – Controls how randomly the cells look in relation to each other. Threshold  – Controls the transition between the Cell Color and Crease Color. Creases  – Enables and disables creases.