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title: "Bulge"
canonical: "https://documentation.chaos.com/space/VBLD/117638825/Bulge"
format: markdown
---
This page provides information about the Bulge texture in V-Ray for Blender.  Overview The V-Ray Bulge Texture is a black-and-white only map with a slight color ramp between the black and white colors. When used as a bump map, it gives the appearance of the surface being inflated yet constrained by the grid lines. It can also be used to simulate transparency. UI Path:  ||V-Ray Node Editor|| >  Shader  >  Add  >  Textures  >  V-Ray Bulge Node Input Sockets Mapping  –  Allows a  UVW Mapping , or a  UVW Randomizer  node to be connected to determine the mapping of the ramp. 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. If  Alpha From  is set to  Maya : 3ds 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  – Alpha channel is drawn from the texture. Color intensity/luminance  – Alpha is generated from pixel intensity. Force Opaque  – Alpha channel is fully opaque. Invert  – When enabled inverts the colors in final result. Invert Alpha  – Inverts the alpha channel if  Invert  is also enabled. Color Mult –    Corrects the color of the texture by multiplying the 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  – A multiplier for the Alpha value. Alpha Offset  – Controls the offset of the Alpha value. No UVs Color  –  Specifies a fallback color used for polygons with no valid UVs. In case the map is not tiled, specifies a color that is used outside the texture square.   Mapped Placement Type  – Select how to place the texture. Full  – 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 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.  U Width  – Controls the horizontal line width. V Width  – Controls the vertical line width.