---
title: "VRayCurvature"
canonical: "https://documentation.chaos.com/space/VMAYA/111740645/VRayCurvature"
format: markdown
---
This page provides information on the V-Ray Curvature Map.


## **Overview**

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## **Parameters**

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### Example: Curvature Modes

**V-Ray Blend** material (with mixed Copper and Patina materials) is applied to the geometry. **V-Ray Curvature** map is used as the blend amount for the Coat material. In the **Convex** and **Concave** examples, the **Threshold **is set to **0.300**. All other parameters are left at their default values. In the **Legacy** example, as well as the **Threshold **adjustment, the **Output Color Lift** is set to **0.100 **and the **Sample Spread** is assigned a value of **1.500**. All other parameters are left at their default states. *See the **[Both Mode note](https://docs-chaos.atlassian.net/wiki/spaces/VMAYA/pages/111740645/VRayCurvature#VRayCurvature-both)** for information on how to set up that mode.*

![image](media://8e485473-5cb3-4960-a6a0-7d7d31ab5894)


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> **Both mode** outputs a red and green color gradient instead of a black and white one. Using it as a blend amount for the **VRayBlendMtl **produces color blended materials. To avoid this, we use the red and green outputs from the VRayCurvature map separately to create two monochromatic masks. This allows the generated red-green gradient to be used as a grayscale blend amount, like in all other Curvature modes. In this setup an additional (third) Dark Patina material is used, which appears in the most concave parts of the model. We connect the red output to the **Blend amount RGB** inputs of the Copper coat and the green output to the **Blend amount RGB** inputs of the Dark Patina coat. Click on the expandable menu to view the exact Hypershade setup for this example. In addition, the **Threshold** is set to **0.300** and the **Output Color Lift** is set to **0.180** to achieve a more pleasant result.
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### Example: Ignore Bump

In this example, we've used a **V-Ray Curvature map** to darken the most protruded areas and simulate a burnished leather effect. To do so, a darker version of the original leather material is created using a **color correction** map and both nodes are linked to a **V-Ray Layered Texture **as separate layers. **V-ray Curvature** serves as the mask of the color-corrected layer. Here the V-Ray Curvature map uses ** 6 Subdivs**, a **Sample Spread** of **0.4**. The **Max Output Color** is set to **5** and the **Threshold** is set to **0.05**. All other parameters are left at their default state.