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title: "Swirl"
canonical: "https://documentation.chaos.com/space/VBLD/117638832/Swirl"
format: markdown
---
This page provides information about the Swirl texture in V-Ray for Blender. Overview V-Ray Swirl is a procedural texture that produces a radial swirling effect. Its effect looks similar to stirring two colors of paint together with a stick. Its parameters can be connected to texture maps if required. UI Path:   ||V-Ray Node Editor|| >  Shader  >  Add  >  Textures  >  V-Ray Swirl 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. Color1  (input socket) –  Allows a color node to control the lighter color. Color2  (input socket) – Allows a color node to control the darker color. 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:  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  – Specifies a multiplier for the texture color. Color Offset  – Color corrects the texture by adding the color values specified here to the color values in 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.  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.   Properties UV Noise Phase  – Specifies the UV noise phase. Color1  – Controls the lighter color when no node is connected. Color2  – Controls the darker color when no node is connected. Swirl Intensity  – Controls how much range of color can be seen in the swirl.  Higher values crush all colors in the texture to a highly contrasted version. While lower values produce more range, and eventually, very low values fade away almost completely.  Color Contrast  – Acts as a sort of threshold on the swirl to produce harder edges at high values and more color range at lower values. Swirl Amount  – Controls the amount of  Color2  that can be seen in the texture. Constant Detail  – The number of noise octaves used for the noise in the swirl. Larger values result in more detail but render slower. Center X  – Controls the position of the center of the swirl on the x-axis. Center Y  – Controls the position of the center of the swirl on the y-axis. Random Seed  – A number that can be used to differ between two instances of the texture. Twist  – Controls the tightness of the swirl.