---
title: "Gradient Ramp"
canonical: "https://documentation.chaos.com/space/VBLD/117638758/Gradient%20Ramp"
format: markdown
---
This page provides information about the Gradient Ramp texture in V-Ray for Blender.  Overview Gradient Ramp is a texture map that provides additional adjustments for the Color Ramp node. When a Gradient Ramp node is creates, it is automatically linked to a Color Ramp node.  See the  Color Ramp page  for more information. UI Path:  ||V-Ray Node Editor|| >  Shader  >  Add  >  Textures  >  V-Ray Gradient Ramp Node Input Sockets This section describes the input sockets of the node. Some sockets have dedicated parameters, which are further described below, while others are only inputs. Color Ramp  – Input socket for a  Color Ramp node . When the Gradient Ramp is created, a Color Ramp node is already attached here. If the Color Ramp node is deleted, the  Create  button appears. It creates a new Color Ramp and connects it to this input socket. Mapping   *  – Allows a  UVW Mapping , or a  UVW Randomizer  node to be connected to determine the mapping of the ramp. 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. * The  Mapping  socket is hidden or replaced when some of the Gradient Types are active. The  Mapping  socket is available for Gradient Types  Four corner ,   Box ,  Diagonal ,  Linear ,  Pong ,  Radial ,  Spiral ,  Sweep ,  Tartan . When the Gradient Type is set to  Lighting  or  Normal , the Mapping socket is hidden. When the Gradient Type is set to  Mapped , the Mapping socket is replaced with one named  Texture Map , which allows a   Bitmap  to be connected to determine the ramp. When the Gradient Type is set to  Position , this socket is replaced with  Gradient Position . It allows an integer-outputting node to be used to determine the position of the gradient. Input sockets for Gradient Types: Four corner,  Box, Diagonal, Linear, Pong, Radial, Spiral, Sweep, Tartan. Properties If a Color Map node is not connected to the Gradient Ramp, the Color ramp section disappears.  Gradient Type  – Specifies the type of gradient ramp to create: Four corner  – A gradient that transitions linearly between colors assigned to each corner.  Box  – A gradient with a box radial transition. Diagonal  – A gradient with a diagonal transition. Lighting  – A gradient based on the light intensity. Linear  – A gradient with a simple linear transition. Mapped  – Uses map as a gradient. The map is specified in the  Texture Map  input socket. Normal  – A gradient based on surface normals and the camera. Pong  – A gradient with a diagonal transition that repeats in the middle. Radial  – A gradient with a radial transition. Spiral  – A gradient with a circular transition. Sweep  – A gradient with a linear sweep transition. Tartan  – Creates a gradient with a plaid pattern. Position  – Allows the user to specify a  Gradient Position . For information on the Color ramp properties, see the  Color Ramp page . Common  Alpha From Intensity  – Determines how the alpha of the result is calculated: Bitmap alpha  – The alpha channel is drawn from the texture. Color intensity/luminance  – Alpha is generated from pixel intensity. Force opaque  – The Alpha channel is fully opaque. Invert  – When enabled, inverts the colors in the final result. Invert Alpha  – Inverts the alpha channel if  Invert  is also enabled. Color Mult  –  Corrects the color of the ramp by multiplying the color values in the ramp by the color values specified here.  Color Offset  –  Corrects the ramp's color by adding the color values specified here to the color values of the ramp.  Alpha Mult  – A multiplier for the Alpha value. Alpha Offset  – Controls the offset of the Alpha value. 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.   Mapped Placement Type  – Select how to place the texture.   Whole Texture is Valid  – Uses the full valid portion of the texture. Crop  – Allows the user to specify a section of the texture using the parameters below.  Place  – Allows the user to specify a section of the texture and how to place it using the parameters below. 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 UV 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.    Noise UV Noise Phase  – Specifies the UV noise phase.    Noise Amount  – Determines how much noise is introduced. Noise Type  – Specifies how the colors are randomly distributed across the gradient. Regular  –  A plain noise with a non-fractal function. Fractal  –  A fractal algorithm to generate the noise. Turbulence  – A turbulence-based noise type is used. Noise Size  – The scale of the noise. Noise Phase  – Controls the speed of the procedural noise. Noise Levels  –  Determines the amount of iterations of noise. Noise Threshold Low  – Sets the Low threshold. Noise Threshold High  – Sets the high threshold. Noise Smooth  – The amount of smoothing of the noise.