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title: "Rock"
canonical: "https://documentation.chaos.com/space/VBLD/117638820/Rock"
format: markdown
---
This page provides information about the Rock texture in V-Ray for Blender. Overview The V-Ray Rock texture generates a procedural rock pattern using two colors or texture maps.   UI Path:  ||V-Ray Node Editor|| >  Shader  >  Add  >  Textures  >  V-Ray Rock Node Input Sockets Color 1  (input socket) – Input for the first color texture. Color 2  (input socket) – Input for the second color texture. Mapping  – This slot allows you to connect a Mapping node ( UVW Mapping ,  UWV Randomizer ) to adjust the UWVs of the texture.  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  – Allows you to match the result of the texture in Blender to that in either 3ds Max or Maya. Max  – The resulting alpha of the texture is the intensity of the texture. Maya  –  The resulting alpha of the texture is the color luminescence. 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 texture by multiplying the color values in the texture with the color values specified here.  Color Offset  –  Corrects the texture's color by adding the color values specified here to the color values of the texture.  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 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  – 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.   Properties UV Noise Phase  – Specifies the UV noise phase. Color 1  – Specifies a color to be used when no node is connected to the Color 1 socket. Color 2  – Specifies a color to be used when no node is connected to the Color 2 socket. Grain Size  – Controls the size of the fine grain features.  Diffusion  –  Lower values make the resulting texture sharper, while higher values blur the texture details more . Mix Ratio  – Controls the mix between Color 1 and Color 2.