---
title: "Nodes"
canonical: "https://documentation.chaos.com/space/VRAYHOUDINI/113279241/Nodes"
format: markdown
---
This page provides information about all V-Ray nodes in Houdini, as well as some native Solaris nodes used with V-Ray parameters. The nodes are grouped by type. For more information on native Houdini nodes, see the SideFX documentation [here](https://www.sidefx.com/docs/houdini/nodes/index.html).


## **LOP**

LOP nodes generate USD describing characters, props, lighting, and rendering.

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**V-Ray Proxy Export** (*VRayProxy LOP*) – Imports geometry from an external mesh at render time only. Read more: [V-Ray Proxy Export](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279320)

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**V-Ray Standard Render Vars** – Provides easy access to all commonly used AOVs. Read more: [V-Ray Standard Render Vars](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279864)

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**V-Ray Aerial Perspective** (*vrayAerialPerspective* *LOP*) – Simulates the atmospheric effect caused by the Earth's atmosphere on objects that are viewed from a distance. It produces results similar to fog or haze. Read more: [V-Ray Aerial Perspective in Solaris](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279434)

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**V-Ray Gaussian Splats** (*VRayGaussianSplats LOP*) – Imports a Gaussian splat (.ply) file and produces a detailed, three-dimensional representation of the objects in that file. Read more: [V-Ray Gaussian Splats](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279318)

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**V-Ray Yeti** (*VRayPgYeti LOP*) – Loads and renders Yeti cache files. Read more: [V-Ray Yeti LOP](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279325)

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**Assign Material** – Assigns a material to one or more USD primitives. Read more: [Material Overrides](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280399) and [Working with Solaris Materials](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279860)

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**Camera** – Adds a USD camera to the scene and adds some useful V-Ray-specific camera attributes. Read more: [Solaris Camera Settings](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279846)

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**Distant Light** – Creates or edits a USD Distant Light (a far-off light source such as the sun) and adds some useful V-Ray-specific attributes. Read more: [Working with Solaris Lights](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279856)

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**Dome Light** – Creates or edits a USD Dome Light prim and adds some useful V-Ray-specific attributes. Read more: [Working with Solaris Lights](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279856)

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**Light** – Creates or edits a USD Light prim. This node also adds some useful V-Ray-specific attributes. Read more: [Working with Solaris Lights](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279856)

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**V-Ray Light Texture LightFilter** (*V-RayLight TextureFilter*) – A USD prim that is assigned to a light to manipulate the lighting result. Read more: [V-Ray Light Texture LightFilter](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279866)

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**Material Library** – Authors USD material primitives from shader VOP nodes. Read more: [Working with Solaris Materials](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279860)

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**Render Settings** – Applies renderer-specific geometry settings to geometry in the scene graph. Read more: [Solaris Render Settings](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279421)

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**Render Geometry Settings** – Creates or edits a UsdRenderSettings prim, which holds the general settings for rendering the scene. Read more: [Working with Solaris Geometry](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279480)


## **Render Nodes**

Render nodes either render the scene or set up render dependency networks.

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**Chaos Cloud** – Allows you to send the scene to Chaos Cloud for rendering. Read more: [Chaos Cloud](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279405)

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**V-Ray Deadline** – Allows you to manage render farms. It computes clusters of all sizes, and allows users to easily access any combination of on-premise or cloud-based resources for their rendering/processing needs. Read more: [V-Ray Deadline](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280314)

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**V-Ray Environment** – Allows you to access environment settings for the scene. Read more:[ Environment Node ](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280761)

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**V-Ray Proxy ROP** – Allows you to export .vrmesh files. Read more: [V-Ray Proxy Export](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280297)

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**V-Ray Render Elements** – Allows you to add render elements to the scene. Read more: [Render Channels](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279255)

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**V-Ray Renderer** – Renders non-USD scenes using V-Ray renderer. Read more: [Rendering](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279154)

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**V-Ray Renderer IPR** – Renders non-USD scenes interactively using V-Ray renderer. Read more: [Interactive Rendering](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280304)


## **Object Nodes**

Object nodes represent objects in the scene, such as lights, geometry objects, cameras, and so on.

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**V-Ray Ambient Light** (*V-Ray LightAmbient*) – Light that doesn't come from a specific direction and can be used to simulate GI, ambient occlusion, etc. Read more: [V-Ray Ambient Light](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279792)

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**V-Ray Direct Light** (*V-Ray LightDirect*) – V-Ray specific light source that casts parallel light rays in a single direction. Read more: [V-Ray Direct Light](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279794)

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**V-Ray Dome Ligh**t (*V-Ray LightDome*)– Light that shines inward at the scene as if from a spherical or hemispherical light source outside the scene extents. Read more: [V-Ray Dome Light](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280268)

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**V-Ray IES Light **(*V-Ray LightIES*) – Loads IES file that contains complete specifications of a real-world light bulb or tube including the shape of the light's cone and the steepness of the light's falloff. Read more: [V-Ray IES Light](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279779)

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**V-Ray Mesh Light** (*V-Ray LightMesh*) – Light that creates light sources that have volume and shape without the need to use self-illuminated objects and global illumination. Read more: [V-Ray Mesh Light](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279786)

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**V-Ray Omni Light **(*V-Ray LightOmni*) – V-Ray specific light source that can be used to create a physically accurate light. It emits light from a single location in all directions. Read more: [V-Ray Omni Light](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279784)

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**V-Ray Rectangle Light **(*V-Ray LightRectangle*) – A planar light source. The light shape can be set as a rectangle or a circular disk. Read more: [V-Ray Rectangle Light](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279790)

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**V-Ray Sphere Light** (*V-Ray LightSphere*) – V-Ray light source in the shape of a sphere. Read more: [V-Ray Sphere Light](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279781)

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**V-Ray Spot Light** (*V-Ray LightSpot*) – V-Ray specific light source that can be used to create a physically accurate light that directs a narrow beam of light with falloff. Read more: [V-Ray Spot Light](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279788)

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**V-Ray Sun Light **(*V-Ray SunLight*) – A V-Ray light intended to reproduce the real-life sun. It works with the V-Ray Sky texture node. Read more: [V-Ray Sun Light](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279170)

**V-Ray ShaderBall** – Enables a preview of materials, while still building them in an IPR mode. Read more: [V-Ray ShaderBall](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280274)


## **SOP (Geometry)**

Geometry nodes live inside Geo objects and generate geometry.

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**V-Ray Baker Tool** – Creates texture maps based on an object's appearance in the rendered scene. Read more: [V-Ray Baker Tool](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279032)

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**V-Ray Aur Convert** (*V-Ray Aur Convert ROP*) – Uses the Chaos Phoenix Cache Converter tool to convert VDB files and save them as .aur files. Read more: [V-Ray Aur Convert](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279290)

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**V-Ray Clipper** (*V-Ray VRayClippe*r) – A geometric primitive that can be used to clip away parts of the scene with a defined geometry or a simple plane. Read more: [V-Ray Clipper](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279148)

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**V-Ray Decal** (*V-Ray VRayDecal*) – Provides an easy way to project one material on top of another regardless of the target UV set. Read more: [V-Ray Decal](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280301)

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**V-Ray Enmesh** (*V-Ray GeomEnmesh*) – Generates a render time patterned geometry over a mesh surface. Read more: [V-Ray Enmesh](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280299)

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**V-Ray Fur** (*V-Ray GeomHair*) – A SOP node for generating procedural fur during render time, meaning that the fur is not actually present in the scene. Read more: [V-Ray Fur](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280290)

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**V-Ray Gaussian Splats** (*V-Ray GeomGaussianSplat*) – Imports a Gaussian splat (.ply) file and produces a detailed, three-dimensional representation of the objects in that file. Read more: [V-Ray Gaussian Splats](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279318)

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**V-Ray Object Properties SOP** (*V-Ray ObjectProperties SOP*) – Offers different render settings on a per-object basis such as primary and secondary visibility, visibility to camera, displacement, hair properties, matte/shadow properties, etc. Read more: [V-Ray Object Properties SOP](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279165)

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**V-Ray Plane** (*V-Ray GeomPlane*) – Creates a procedural infinite plane primitive for V-Ray. Read more: [V-Ray Plane](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280306)

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**V-Ray Proxy Export **(*V-Ray Proxy ROP*) – A SOP node for exporting .vrmesh files. Read more: [V-Ray Proxy Export](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280297)

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**V-Ray Proxy Import** (*V-Ray VRayProxy*) – A SOP node for importing .vrmesh files. Read more: [V-Ray Proxy Import](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279008)

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**V-Ray SphereFade Gizmo** (*V-Ray SphereFadeGizmo*) – A volumetric node used to render just a small part of the scene by putting it in a special spherical locator. Read more: [V-Ray SphereFade Gizmo](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280285)

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**V-Ray ViewportTex** – Used to display textures assigned to a geometry object directly in Houdini's viewport. It reads the UV manipulations of the material and translates them to Houdini. Read more: [V-Ray ViewportTex](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280295)

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**V-Ray Volume Grid Cache** (*V-Ray PhxShaderCache*) – Used to load Phoenix AUR files. If you want to load a VDB file, do it through a File SOP. Read more: [V-Ray Volume Grid Cache](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280283)

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**V-Ray VRayScene** (*V-Ray VRayScene*) – Loads a previously saved .vrscene file for rendering inside of V-Ray for Houdini/Solaris. Read more: [V-Ray VRayScene](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280281)

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**V-Ray Yeti** (*V-Ray VRayPgYeti*) – Loads and renders Yeti cache files in Houdini. Read more: [V-Ray Yeti ](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279248)


## **VOP**

VOP nodes let you define a program (such as a shader) by connecting nodes together.

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**Material VOPs**

**V-Ray alSurface **(*V-Ray BRDFAlSurface*) – V-Ray's implementation of Anders Langland's alShader, which is designed to reproduce the appearance of skin. Read more: [V-Ray alSurface](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280207)

**V-Ray Blend** (*V-Ray BRDFLayered*) – A blend material used to layer several V-Ray compatible materials in an efficient manner to create complex materials like car paints, human skin, etc. Read more: [V-Ray Blend](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280205)

**V-Ray Bump** (*V-Ray BRDFBump*) – A bump material that has the ability to add bump map and normal map effects when using any material. Read more: [V-Ray Bump](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280188)

**V-Ray Car Paint **(*V-Ray BRDFCarPaint*) – A complex material that simulates metallic car paint. Read more: [V-Ray Car Paint](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280210)

**V-Ray Car Paint 2** (*V-Ray BRDFCarPaint2*) – A complex material simulating metallic car paint. It uses GGX BRDF type and offers a base glossiness tail falloff option. Read more: [V-Ray Car Paint 2](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279055)

**V-Ray Chaos Scans **(*V-Ray BRDFScanned*) – A material that allows the rendering of scanned BRDF material data stored in .vrscan files. Read more: [V-Ray Chaos Scans](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279413)

**V-Ray GLSL** (*V-Ray MtlGLSL*) – A material used to load GLSL shaders (.frag, .glsl files) or V-Ray precompiled fragment shaders (.pfrag files) and render them directly with V-Ray. Read more: [V-Ray GLSL](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280171)

**V-Ray Hair** (*V-Ray BRDFHair4*) – A material for rendering hair and fur that provides settings for a workflow based on the physiology of real hair. It uses a simple melanin slider that determines the hair color just like in the real world. Read more: [V-Ray Hair](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280212)

**V-Ray Light** (*V-Ray BRDFLight*) – A material used for producing self-illuminated surfaces. Read more: [V-Ray Light](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280168)

**V-Ray Material** (*V-Ray BRDFVRayMtl*) – A very versatile material that allows for better physically correct illumination (energy distribution) in the scene, faster rendering, and more convenient reflection and refraction parameters. Read more: [V-Ray Material](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279382)

**V-Ray Material Builde**r – A container that allows the creation of various V-Ray materials. Read more: [V-Ray Material Builder](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280190)

**V-Ray Material Complex** – A network of connected V-Ray nodes that can be used for various purposes. Basically, it is a preset V-Ray Material Builder, that has its interface exposed for easier tweaking of the settings. Read more: [V-Ray Material Complex](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279736)

**V-Ray Material ID** (*V-Ray MtlMaterialID*) – A material used to assign an ID number to any V-Ray material in a scene. This ID can later be used to extract a mask for all objects with that material using the appropriate render channel. Read more: [V-Ray Material ID](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279500)

**V-Ray Material Output** – Collects various shader nodes and gives you control over which shader goes in the render output. Read more: [V-Ray Material Output](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280192)

**V-Ray Multi ID Material** (*V-Ray MtlMulti*) – A material used to assign different materials on a single mesh based on face IDs. Read more: [V-Ray Multi ID Material](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279814)

**V-Ray OSL Material** (*V-Ray MtlOSL*) – A material used to load OSL shader code files (.osl) or OSL object code files (.oso) and render them directly with V-Ray. Read more: [V-Ray OSL Material](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280167)

**V-Ray Override** (*V-Ray MtlOverride*) – A utility material that allows a surface to look different depending on whether it is seen through reflections, refractions, or GI. Read more: [V-Ray Override](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279703)

**V-Ray Point Particle** (*V-Ray BSDFPointParticle*) – A material specifically designed for rendering points when the Render Points As (Mantra) option is set to Circles. Read more: [V-Ray Point Particlе](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280180)

**V-Ray Proxy Material **(*V-Ray MtlVRayMesh*) – A material used to assign shaders to the V-Ray Proxy geometry. Read more: [V-Ray Proxy Material](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280182)

**V-Ray Render Stats** (*V-Ray MtlRenderStats*) – A material used to specify additional render settings on a per-material basis. Read more: [V-Ray Render Stats](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280201)

**V-Ray Round Edges** (*V-Ray* *MtlRoundEdges*) – A material that uses bump mapping to smooth out edges during render time. Read more: [V-Ray Round Edges](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280196)

**V-Ray Scatter Volume** (*V-Ray BRDFScatterVolume*) – A material designed solely as a brute force option for SSS to produce an unbiased result. Read more: [V-Ray Scatter Volume](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280199)

**V-Ray Single** (*V-Ray MtlSingleBRDF*) – This node enables a BRDF material to be double-sided. It also enables materials to be transparent except in the case of specific ray types. Read more: [V-Ray Single](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280194)

**V-Ray Skin** (*V-Ray BRDFSkinComplex*) – A V-Ray material specifically designed for rendering skin. Read more: [V-Ray Skin](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280165)

**V-Ray SSS **(*V-Ray BRDFSSS2Complex*) – A material primarily designed for rendering translucent materials like skin, marble, etc. Read more: [V-Ray SSS](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280214)

**V-Ray Stochastic Flakes** (*V-Ray BRDFStochasticFlakes*) – A material used to simulate car paints, snow and other glittery materials. Read more: [V-Ray Stochastic Flakes](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279808)

**V-Ray Toon Material **(*V-Ray BRDFToonMtl*) – A material used to achieve 2D cel and cartoon effects. Read more: [V-Ray Toon Material](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279944)

**V-Ray Two Sided **(*V-Ray Mtl2Sided*) – A material that allows seeing the light on the backside of objects, thus simulating thin translucent surfaces like paper, cloth curtains, tree leaves, etc. Read more: [V-Ray Two Sided](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280158)

**V-Ray VRmat **(*V-Ray MtlVRmat*) – A material that loads a V-Ray shader from a file (.vrmat, .vismat, .vrscene) and makes the materials in these files available for use in the scene. Read more: [V-Ray VRmat](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279807)

**V-Ray Wrapper** (*V-Ray MtlWrapper*) – A material used to specify additional surface properties per material. Read more: [V-Ray Wrapper](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279801)


### **Texture VOPs**

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**File textures**

**V-Ray GLSL **(*V-Ray TexGLSL*) – A V-Ray texture used to load OpenGL Shading Language GLSL shaders (.frag, .glsl files), as well as V-Ray precompiled fragment shaders (.pfrag files), and render them directly with V-Ray. Read more: [V-Ray GLSL](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279734)

**V-Ray ICC** (*V-Ray TexICC*) – A texture that allows you to apply an ICC profile to any texture. Read more: [V-Ray ICC](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279733)

**V-Ray Image File **(*V-Ray MetaImageFile*) – A texture used to load a variety of image files. Read more: [V-Ray Image File](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279725)

**V-Ray LUT** (*V-Ray TexLut*) – A V-Ray node that allows you to apply a lookup table (a .cube file) to any texture for managing the resulting colors. Read more: [V-Ray LUT](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279727)

**V-Ray Ocean Spectra** (*V-Ray TexOceanSpectra*) – A texture used for recreating highly realistic and highly customizable ocean waves. Read more: [V-Ray Ocean Spectra](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279726)

**V-Ray OCIO** (*V-Ray TexOCIO*) – A texture that allows users to apply OpenColorIO (OCIO) color transformations to textures to manage their look. Read more: [V-Ray OCIO](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279716)

**V-Ray OSL **(*V-Ray TexOSL*) – A texture used to load Open Shading Language OSL shader code files (.osl) or OSL object code files (.oso) and render them directly with V-Ray. Read more: [V-Ray OSL](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279724)

**V-Ray PTex** (*V-Ray TexPtex*) – A texture that loads and uses Ptex textures with V-Ray. Read more: [V-Ray PTex](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279729)

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**Mapping textures**

**V-Ray UV Bercon** (*V-Ray UVWGenBercon*) – V-Ray’s implementation of a UV coordinates generator for Bercon texture maps. Read more: [V-Ray UV Bercon](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280100)

**V-Ray UV Bounding Box **(*V-Ray UVWGenObjectBBox*) – A mapping texture that allows you to use Bounding Box mapping within the Mat Network. Read more: [V-Ray UV Bounding Box](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280115)

**V-Ray UV Channel Index **(*V-Ray UVWGenChannel*) – A mapping texture that allows you to use Channel mapping within the Mat Network. Read more: [V-Ray UV Channel Index](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280086)

**V-Ray UV Channel Name** (*V-Ray UVWGenMayaPlace2dTexture*) – A mapping texture that allows you to use Named Channel mapping within the Mat Network. Read more: [V-Ray UV Channel Name](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280113)

**V-Ray UV Environment **(*V-Ray UVWGenEnvironment*) – A mapping texture that allows you to use Environment mapping within the Mat Network. Read more: [V-Ray UV Environment](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280102)

**V-Ray UV Explicit **(*V-Ray UVWGenExplicit*) – A mapping texture that allows you to convert an input (either float or vector) into a "uvwgen" data stream to be used for texture mapping. Read more: [V-Ray UV Explicit](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280090)

**V-Ray UV Object **(*V-Ray UVWGenObject*) – A mapping texture that allows you to use Object mapping within the Mat Network. Read more: [V-Ray UV Object ](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280098)

**V-Ray UV Projection** (*V-Ray UVWGenProjection*) – A mapping texture that allows you to use projection mapping for textures in a V-Ray shading network. Read more: [V-Ray UV Projection](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280096)

**V-Ray UV Randomizer** (*V-Ray UVWGenRandomizer*) – A mapping texture that allows applying random offset, rotation, and scale to textures. Read more: [V-Ray UV Randomizer](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280094)

**V-Ray UV World** (*V-Ray UVWGenPlanarWorld*) – A mapping texture that allows you to use World mapping within the Mat Network. Read more: [V-Ray UV World](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280092)

#### > Macro (inline-media-image)

**Procedural textures**

**V-Ray Bercon Distortion** (*V-Ray TexBerconDistortion*) – The Bercon maps were originally developed by Jerry Ylilammi as open-source plug-ins for 3ds Max. Source code ported to V-Ray Standalone by Chaos Software Ltd. Read more: [V-Ray Bercon Distortion ](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279749)

**V-Ray Bercon Grad** (*V-Ray TexBerconGrad*) – Combines features of Gradient Ramp, Falloff, and Particle Age maps and expands them even further. Read more: [V-Ray Bercon Grad](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279345)

**V-Ray Bercon Noise** (*V-Ray TexBerconNoise*) – A procedural noise texture that allows you to change both the Noise Type and also to specify a Fractal type to use. Read more: [V-Ray Bercon Noise](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279483)

**V-Ray Bercon Tile** (*V-Ray TexBerconTile*) – A procedural texture used to generate a procedural tile texture. Read more: [V-Ray Bercon Tile](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279494)

**V-Ray Bercon Wood** (*V-Ray TexBerconWood*) – A Vprocdural texture used to generate a procedural wood texture. Read more: [V-Ray Bercon Wood](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279533)

**V-Ray Bulge** (*V-Ray TexBulge*) – A procedural texture used as a bump map, but can also be used to simulate transparency as well. When used as a bump map, it gives an inflated look. Read more: [V-Ray Bulge](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279539)

**V-Ray Cellular** (*V-Ray TexCellular*) – A procedural texture generates a procedural cellular noise pattern. Read more: [V-Ray Cellular](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279521)

**V-Ray Checker** (*V-Ray TexChecker*) – A procedural texture that generates a procedural checkerboard pattern with checkers of any color. Read more: [V-Ray Checker](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279489)

**V-Ray Curvature** (*V-Ray TexCurvature*) – A procedural texture that effectively samples the underlying mesh for curves. Read more: [V-Ray Curvature](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280036)

**V-Ray Dirt** (*V-Ray TexDirt*) – A procedural texture used to simulate a variety of effects. Read more: [V-Ray Dirt](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280052)

**V-Ray Distance** (*V-Ray TexDisance*) – A procedural texture that returns a different color based on a point's distance to an object specified in a selection list. Read more: [V-Ray Distance](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280044)

**V-Ray Edge** (*V-Ray TexEdge*) – A procedural texture used to achieve an effect similar to wireframes. It allows for interesting effects that are not possible with the standard materials. Read more: [V-Ray Edge](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280046)

**V-Ray Falloff** (*V-Ray TexFalloff*) – A procedural texture that produces a gradient texture based on the angular falloff of the surface of the geometry to which the texture is applied. Read more: [V-Ray Falloff](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280062)

**V-Ray Fresnel** (*V-Ray TexFresnel*) – A procedural texture that blends two colors or maps based on the viewing angle and an index of refraction. Read more: [V-Ray Fresnel](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280057)

**V-Ray Gradient Ramp** (*V-Ray TexGradRamp*) – A procedural texture that can easily create and edit gradients useful in many different situations. Read more: [V-Ray Gradient Ramp](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279558)

**V-Ray Grid **(*V-Ray TexGrid*) – A procedural texture that generates a procedural grid pattern using custom colors. Read more: [V-Ray Grid](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279588)

**V-Ray Multi ID Texture** (*V-Ray TexMulti*) – A procedural texture that allows you to apply multiple textures to a single object. Read more: [V-Ray Multi ID Texture](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280065)

**V-Ray Noise** (*V-Ray TexNoise*) – A procedural texture that generates a procedural noise texture. Read more: [V-Ray Noise](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279568)

**V-Ray Rock** (*V-Ray TexRock*) – A procedural texture that generates a procedural rock pattern using two colors or texture maps. Read more: [V-Ray Rock](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279578)

**V-Ray Sky **(*V-Ray TexSky*) – A procedural texture typically used as an environment map to help simulate outdoor lighting. Read more: [V-Ray Sky](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279444)

**V-Ray Smoke** (*V-Ray TexSmoke*) – A procedural texture generates a procedural smoke pattern using two colors or texture maps. Read more: [V-Ray Smoke](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279618)

**V-Ray Snow** (*V-Ray TexSnow*) – A procedural texture that generates a procedural snow effect using two colors or texture maps. Read more: [V-Ray Snow](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279590)

**V-Ray Softbox** (*V-Ray TexSoftbox*) – A procedural texture that can be used with a V-Ray Light to simulate the illumination coming from a Soft Box light source. Read more: [V-Ray Softbox](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279628)

**V-Ray Speckle** (*V-Ray TexSpeckle*) – A procedural texture that uses two colors or texture maps to produce a speckled noise effect with a smoke-like shape. Read more: [V-Ray Speckle ](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279604)

**V-Ray Splat** (*V-Ray TexSplat*) – A procedural texture that mimics a splatter effect similar to the way paint can splatter onto a surface. Read more: [V-Ray Splat](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279654)

**V-Ray Stencil **(*V-Ray TexStencil*) – A procedural texture used to create stencils or mask a user-specified color key. Read more: [V-Ray Stencil](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280028)

**V-Ray Surface Luminance** (*V-Ray TexSurfaceLuminance*) – A procedural texture that allows control of luminance calculation. Read more: [V-Ray Surface Luminance](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280030)

**V-Ray Swirl** (*V-Ray TexSwirl*) – A procedural texture that produces a radial swirling effect. Its effect looks similar to stirring two colors of paint together with a stick. Read more: [V-Ray Swirl](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279638)

**V-Ray Thickness** (*V-Ray TexThickness*) – A procedural texture that outputs the thickness of the shaded object at the selected point in a grayscale color value. Read more: [V-Ray Thickness](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280024)

**V-Ray Tiles** (*V-Ray TexTiles*) – A procedural texture that generates a versatile procedural tile pattern with two colors or texture maps. Read more: [V-Ray Tiles](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279670)

**V-Ray Triplnar** (*V-Ray TexTriPlanar*) – A procedural texture that allows quick assignment of bitmap and other 2D textures on objects that don't have suitable UV coordinates. Read more: [V-Ray Triplanar](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280020)

**V-Ray UVW Component** (*V-Ray TexUVW*) – A procedural texture that outputs the UVW from a UVWGen plugin as RGB color. Read more: [V-Ray UVW Component](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280014)

**V-Ray UVW To Texture** (*V-Ray TexUVWGenToTexture*) – A procedural texture that converts UVW coordinates provided from a UVWGen plugin to color. Read more: [V-Ray UVW To Texture](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280017)

**V-Ray Water **(*V-Ray TexWater*) – A procedural texture used along with Vector Displacement (other types of displacement will not work) in order to simulate waves on the surface of water. Read more: [V-Ray Water](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279646)

#### > Macro (inline-media-image)

**Utility textures**

**V-Ray AOV Bind** (*V-Ray AovBind*) – A utility texture used to export a V-Ray Extra Texture element based on the attached input. Read more: [V-Ray AOV Bind](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279871)

**V-Ray AOV ExtraTex USD **(*V-Ray AovExtraTex*) – A utility texture used to export a V-Ray Extra Texture element based on the attached input. Read more: [V-Ray AOV ExtraTex USD](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279891)

**V-Ray Bezier Color Curve** (*V-Ray TexBezierCurveColor*) – A utility texture that outputs the 2D piecewise cubic Bezier curve float result (Y axis) from the given input float argument (X axis). Read more: [V-Ray Bezier Color Curve](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279869)

**V-Ray Bezier Curve** (*V-Ray TexBezierCurve*) – A utility texture that outputs the 2D piecewise cubic bezier curve float result (Y axis) from the given input float argument (X axis). Read more: [V-Ray Bezier Curve](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279873)

**V-Ray Blend **(*V-Ray TexBlend*) – A utility texture that allows two different textures to be blended together. Read more: [V-Ray Blend](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279876)

**V-Ray Blend Bump Normal** (*V-Ray TexBlendBumpNormal*) – A utility texture that blends two normal or bump maps and produces an accurate result. Read more: [V-Ray Blend Bump Normal](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279878)

**V-Ray Bump to Glossiness** (*V-Ray TexBump2Glossiness*) – A utility texture that generates a reflection glossiness texture from a bump or a normal map. Read more: [V-Ray Bump to Glossiness](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279664)

**V-Ray Clamp **(*V-Ray TexClamp*) – A utility texture used to clamp the colors of textures. Read more: [V-Ray Clamp](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279880)

**V-Ray Color** (*V-Ray TexAColor*) – A utility texture that allows a flat color to be assigned as a texture. Read more: [V-Ray Color](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279883)

**V-Ray Color And Alpha** (*V-Ray TexColorAndAlpha*) – A utility texture used to wrap a color texture and override its alpha channel with a float texture. Read more: [V-Ray Color And Alpha](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279885)

**V-Ray Color Channel** (*V-Ray TexAColorChannel*) – A utility texture used to extract a channel from a texture. Read more: [V-Ray Color Channel](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279887)

**V-Ray Color Correct (Max)** (*V-Ray ColorCorrect*) – A utility texture that works with the Red, Green and Blue channels of a texture map and allows them to be remapped to different colors. Read more: [V-Ray Color Correct (Max)](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279898)

**V-Ray Color Correct (Maya)** (*V-Ray TexColorCorrect*) – A utility texture that works with the Red, Green and Blue channels of a texture map and allows them to be remapped to different colors. Read more: [V-Ray Color Correct (Maya)](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279924)

**V-Ray Color Correction** (*V-Ray ColorCorrection*) – A utility texture that enables the application of various color corrections. Read more: [V-Ray Color Correction](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279929)

**V-Ray Color Operations** (*V-Ray TexAColorOp*) – A utility texture that performs different types of operations between two textures. Read more: [V-Ray Color Operations](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279927)

**V-Ray Color To Float** (*V-Ray TexColorToFloat*) – A utility texture that converts a color or texture into a floating point value. Read more: [V-Ray Color To Float](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279923)

**V-Ray Color To Mono** (*V-Ray ColorTextureToMono*) – A utility texture used to convert a color or a texture to a float value. Read more: [V-Ray Color To Mono](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279918)

**V-Ray Color with Gamma** (*V-Ray TexMaxGamma*) – A utility texture that applies gamma to the input texture. Read more: [V-Ray Color with Gamma](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279914)

**V-Ray Combine Color** (*V-Ray TexCombineColor*) – A utility texture that blends together a texture and a color. Read more: [V-Ray Combine Color ](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279900)

**V-Ray Combine Float** (*V-Ray TexCombineFloat*) – A utility texture blends together a texture and a floating scalar value. Read more: [V-Ray Combine Float](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279902)

**V-Ray Comp (Max)** (*V-Ray TexCompMax*) – A utility texture that allows users to compose two textures together using one of the provided blending modes. Read more: [V-Ray Comp (Max)](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279912)

**V-Ray Condition** (*V-Ray TexCondition2*) – A utility texture used to compare two float values. Read more: [V-Ray Condition](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279910)

**V-Ray Distance Between** (*V-Ray TexDistanceBetween*) – A utility texture that can output the distance between points specified by two input textures. Read more: [V-Ray Distance Between](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279920)

**V-Ray Float **(*V-Ray FloatToTex*) – A utility texture used to convert a float value into a texture. Read more: [V-Ray Float](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279916)

**V-Ray Float Operations** (*V-Ray TexFloatOp*) – A utility texture that performs mathematical operations on float values. Read more: [V-Ray Float Operations](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279896)

**V-Ray Float To Color** (*V-Ray TexFloatToColor*) – A utility texture that converts a scalar texture to a grayscale color. Read more: [V-Ray Float To Color](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279894)

**V-Ray Hair Sampler **(*V-Ray TexHairSampler*) – A utility texture that provides extra output attributes which can be used when shading hair. Read more: [V-Ray Hair Sampler](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279680)

**V-Ray HSV To RGB** (*V-Ray TexHSVToRGB*) – A utility texture used to convert a color from a HSV color model to RGB color model. Read more: [V-Ray HSV To RGB](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279908)

**V-Ray Int **(*V-Ray TexInt*) – A utility texture used to set an integer value. Read more: [V-Ray Int](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279889)

**V-Ray Int To Float** (*V-Ray TexIntToFloat*) – A utility texture used to convert an integer value to a float value. Read more: V-Ray Int To Float used to invert texture colors. Read more: [V-Ray Int To Float](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279906)

**V-Ray Invert **(*V-Ray TexInvert*) – A utility texture used to invert texture colors. Read more: [V-Ray Invert](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279904)

**V-Ray Invert Float** (*V-Ray TexInvertFloat*) – A utility texture that outputs the inverted result of a floating texture. Read more: [V-Ray Invert Float](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279973)

**V-Ray Layered Texture** (*V-Ray TexLayeredMax*) – A utility texture used for merging or compositing textures or images using various blend modes or texture masks. Read more: [V-Ray Layered Texture](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279416)

**V-Ray Luminance** (*V-Ray TexLuminance*) – A utility texture that wraps a color texture and outputs its luminance. Read more: [V-Ray Luminance](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280005)

**V-Ray Mask (Max) **(*V-Ray TexMaskMax*) – A utility texture used for adding a mask to a texture. Read more: [V-Ray Mask (Max)](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279991)

**V-Ray Mesh Vertex Channel** (*V-Ray TexMeshVertexColorChannel*) – A utility texture that allows you to use Vertex Color mapping with a mesh. Read more: [V-Ray Mesh Vertex Channel](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280003)

**V-Ray Mix** (*V-Ray TexMix*) – A utility texture that mixes two colors or textures using a texture map or a solid color value. Read more: [V-Ray Mix](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280010)

**V-Ray Normal Map Flip** (*V-Ray TexNormalMapFlip*) – A utility texture used to flip the color channels of a texture. Read more: [V-Ray Normal Map Flip](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280001)

**V-Ray Output** (*V-Ray TexOutput*) – A utility texture used to perform various adjustments to a texture's value, such as multiplication, offset, inversion and clamping. Read more: [V-Ray Output](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279993)

**V-Ray Pattern ID** (*V-Ray TexPatternID*) – A utility texture used with the V-Ray Multi ID Material and/or the V-Ray Multi ID Texture. Read more: [V-Ray Pattern ID](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280008)

**V-Ray Random** (*V-Ray TexRandom*) – A utility texture that generates a random float or color value based on an input seed value. Read more: [V-Ray Random](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279981)

**V-Ray Ray Switch** (*V-Ray TexRaySwitch*) – A utility texture that gives a material a different color or texture when it is viewed through Shadows, GI, Reflections and Refractions. Read more: [V-Ray Ray Switch](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279999)

**V-Ray Referenced Shader** (*V-Ray RefShader*) – A utility texture used to provide means for a simplified shading network when working with complex materials. Read more: [V-Ray Referenced Shader ](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279997)

**V-Ray Remap** (*V-Ray TexRemap*) – A utility texture for remapping different types of values. For example, it can remap a single value, three-channel inputs, and colors. Read more: [V-Ray Remap ](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279010)

**V-Ray RGB Multiply (Max)** (*V-Ray TexRGBMultiplyMax*) – A utility texture that multiplies two color textures. Read more: [V-Ray RGB Multiply (Max)](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279979)

**V-Ray RGB Tint (Max)** (*V-Ray TexRGBTintMax*) – A utility texture that maps the Red, Green and Blue channels of a texture map to different colors. Read more: [V-Ray RGB Tint (Max)](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279995)

**V-Ray RGB To HSV** (*V-Ray TexRGBToHSV*) – A utility texture used to convert a color from HSV color model to RGB. Read more: [V-Ray RGB To HSV](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279977)

**V-Ray RGBA Combine** (*V-Ray TexRgbaCombine*) – A utility texture for combining individual red, green, blue, and alpha channels. Read more: [V-Ray RGBA Combine](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279988)

**V-Ray Sampler **(*V-Ray TexSampler*) – A utility texture for building shader networks. It is capable of extracting a variety of information for each point on a surface. Read more: [V-Ray Sampler](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279986)

**V-Ray Set Range** (*V-Ray TexSetRange*) – A utility texture used to ramp a texture or a color. Read more: [V-Ray Set Range](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279984)

**V-Ray Temperature** (*V-Ray TexTemperature*) – A utility texture used in conjunction with specific light sources to emulate a specific value, like a Kelvin temperature. Read more: [V-Ray Temperature](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279971)

**V-Ray Transform Matrix **(*V-Ray TransformMatrix*) – A utility texture that allows you to set a transformation matrix for texture coordinates. Read more: [V-Ray Transform Matrix](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279931)

**V-Ray User Color** (*V-Ray TexUserColor*) – A utility texture used to read a vector attribute value from the rendered geometry. Read more: [V-Ray User Color](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279935)

**V-Ray User Float **(*V-Ray TexUserScalar*) – A utility texture that allows the user to read and return a single number value from the User-Defined properties of the currently shaded object as a result. Read more: [V-Ray User Float](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279969)

**V-Ray User Integer **(*V-Ray TexUserInteger*) – A utility texture that allows the user to read and return a single integer value from the User Attributes of the currently shaded object as a result. Read more: [V-Ray User Integer](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279961)

**V-Ray User Plugin Shader** (*V-Ray UserShader*) – A utility texture used to load a custom V-Ray node. Read more: [V-Ray User Plugin Shader](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279949)

**V-Ray Vector Operations **(*V-Ray TexVectorOp*) – A utility texture that performs mathematical operations on two vectors. Read more: [V-Ray Vector Operations](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279011)

**V-Ray Vector Product** (*V-Ray TexVectorProduct*) – A utility texture that performs multiplication operations on two vectors. Read more: [V-Ray Vector Product](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279956)


### **Effects VOPs**

> Macro (inline-media-image)

**V-Ray Fog Effect** (*V-Ray EnvironmentFog*) – A V-Ray atmospheric effect that allows the simulation of participating media like fog, atmospheric dust, and so forth. Read more: [V-Ray Fog Effect](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280242)

> Macro (inline-media-image)

**V-Ray Toon Effect** (*V-Ray VolumeVRayToon*) – A simple V-Ray atmospheric effect that produces cartoon-style outlines on objects in the scene. Read more: [V-Ray Toon Effect](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279937)

> Macro (inline-media-image)

**V-Ray Displacement  **(*V-Ray GeomDisplacedMesh*) – V-Ray’s technique for adding detail to your scene geometry without having to model it first. Read more: [V-Ray Displacement](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279705)

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** V-Ray Volume Shader **– <span style="color: #172b4d">V-Ray's core node for volumetric shading graphs. It </span>enables the work with volumetric shading graphs by exposing inputs for density, color, absorption, and anisotropy. Read more: [V-Ray Volume Shader](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279163)

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** V-Ray Volume Sampler Color **(*V-Ray Volume Color Sampler*) –A V-Ray node that samples vector fields from a VDB file for advance effects. Read more: [V-Ray Volume Sampler Color](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279298)

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** V-Ray Volume Sampler Float** (*V-Ray Volume Float Sampler*) – A V-Ray node that samples float fields from a VDB file for advance effects. Read more: [V-Ray Volume Sampler Float](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279238)

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**V-Ray VolumeGrid Foam** (*V-Ray PhxShaderFoam*) – A V-Ray component intended to shade particles such as splash and foam but may be used to render sparks, sand, or thin cigarette smoke as well. Read more: [V-Ray VolumeGrid Foam](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280238)

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**V-Ray VolumeGrid Shader** (*V-Ray PhxShaderSim*) – A V-Ray volumetric effect that works with grid-based cache formats, as opposed to the Environment Fog, which is a general-purpose volumetric shader. Read more: [V-Ray VolumeGrid Shader ](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279695)

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**V-Ray VolumeGrid Texture **(*V-Ray PhxShaderTex*) – A V-Ray volumetric component that loads and exposes a grid channel of a selected V-Ray VolumeGridShader or V-Ray Fog Effect as a procedural texture. Read more: [V-Ray VolumeGrid Texture](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280232)


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**Render Channels VOPs**

Render Channel VOPs can exist inside the V-Ray Render Elements Driver/Render Element Network only.

**V-Ray Bump Normals** (*V-Ray RenderChannelBumpNormals*) – Stores the camera view as a normal map. Read more: [V-Ray Bump Normals](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280712)

**V-Ray Channels Container **(*V-Ray RenderChannelsContainer*) – A container for adding more than one render element to the render. Read more: [V-Ray Channels Container](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113281532)

**V-Ray Coat** (*V-Ray RenderChannelCoat*) – Isolates the reflected light in the scene. Read more: [V-Ray Coat](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280707)

**V-Ray Coat Reflection** (*V-Ray RenderChannelCoatReflection*) – Stores reflection information calculated from the materials' coat layer. Read more: [V-Ray Coat Reflection](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280706)

**V-Ray Color Channel RE** (*V-Ray RenderChannelColor*) – A container node that allows the output of almost every render channel available in V-Ray. Read more: [V-Ray Color Channel RE](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279763)

**V-Ray Coverage** (*V-Ray RenderChannelCoverage*) – Holds anti-aliasing data based on the Render ID Render Element. Read more: [V-Ray Coverage](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113281520)

**V-Ray Cryptomatte **(*V-Ray RenderChannelCryptomatte*) – A V-Ray render element for efficiently encoding accurate mattes. Read more: [V-Ray Cryptomatte ](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113281126)

**V-Ray Denoiser** (*V-Ray RenderChannelDenoiser*) – Takes an existing render and applies a denoising operation to it after the image is completely rendered out via normal means. Read more: [V-Ray Denoiser](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279296)

**V-Ray DR Bucket **(*V-Ray RenderChannelDRBucket*) – Renders an image with each bucket shown in a different color, and a short text on each bucket naming the machine that rendered it. Read more: [V-Ray DR Bucket](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113281584)

**V-Ray ExtraTex** (*V-Ray RenderChannelExtraTex*) – Shows the rendered image with a single texture applied to all objects in the scene. Read more: [V-Ray ExtraTex](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279761)

**V-Ray Light Mix** (*V-Ray RenderChannelLightMix*) – Provides adjustment control to the lights in the scene from inside the V-Ray Frame Buffer. Read more: [V-Ray Light Mix](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279254)

**V-Ray Light Select **(*V-Ray RenderChannelLightSelect*) – Represents the lighting contribution from one or more user-selected lights in the scene. Read more: [V-Ray Light Select](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279518)

**V-Ray Material Select** (*V-Ray RenderChannelMaterialSelect*) – Stores only the object(s) assigned to a specified V-Ray compatible material. Read more: [V-Ray Material Select](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280718)

**V-Ray MultiMatte** (*V-Ray RenderChannelMultiMatte*) – Creates RGB selection masks based on an object's Object ID, Material ID, or Include/Exclude list

**V-Ray Normals** (*V-Ray RenderChannelNormals*) – Creates a normals image from surface normals in the scene. Read more: [V-Ray Normals](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280715)

**V-Ray Object ID**(*V-Ray RenderChannelNodeID*)  – Isolates individual objects with colors or integer values for compositing purposes. Read more: [V-Ray Object ID](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113281576)

**V-Ray Object Select **(*V-Ray RenderChannelObjectSelect*) – Stores only the object(s) called out with a specific Object or Material ID. Read more: [V-Ray Object Select](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279799)

**V-Ray Reflection Glossiness** (*V-Ray RenderChannelGlossiness*) – Stores the image's reflection, sheen, or coat glossiness as a grayscale image that represents the degree of Reflection Glossiness set for materials in the scene. Read more: [V-Ray Reflection Glossiness](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279767)

**V-Ray Render ID** (*V-Ray RenderChannelRenderID*) – Creates selection masks based on the node handle of each object or the V-Ray assigned render ID. Read more: [V-Ray Render ID](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113281529)

**V-Ray Sheen** (*V-Ray RenderChannelSheen*) – Isolates the reflected light in the scene. Read more: [V-Ray Sheen](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113279760)

**V-Ray Sheen Reflection** (*V-Ray RenderChannelSheenReflection*) – Stores reflection information calculated from the V-Ray Materials' Sheen Layer. Read more: [V-Ray Sheen Reflection](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280716)

**V-Ray Toon Channel **(*V-Ray RenderChannelToon*) – Renders the entire scene with the V-Ray Toon rendering effect and contains a mask for the toon outlines, although the toon color is not present in it. Read more: [V-Ray Toon Channel](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280713)

**V-Ray Velocity** (*V-Ray RenderChannelVelocity*) – Stores surface velocity for moving objects in the scene with different colors representing different velocities. Read more: [V-Ray Velocity](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280711)

**V-Ray Z-Depth **(*V-Ray RenderChannelZDepth*) – Provides information about each object's distance from the camera in the current view. Read more: [V-Ray Z-Depth](https://docs-chaos.atlassian.net/wiki/spaces/VRAYHOUDINI/pages/113280714)