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title: "V-Ray Comp Max"
canonical: "https://documentation.chaos.com/space/VRAYHOUDINI/113279912/V-Ray%20Comp%20Max"
format: markdown
---
This page contains information about the V-Ray TexCompMax node. Overview The V-Ray Comp Max texture allows users to compose two textures together using one of the provided blending modes.   The middle section of the image  is the result of multiplying Texture A (left) by Texture B (right). Settings Operator  – Specifies the operation from a list of different blend modes. Add  – Simply adds pixel values of one texture with the other. In case of values above 256 (in the case of RGB), white is displayed. Subtract  – Simply subtracts pixel values of  Source B  from  Source A . In case of negative values, black is displayed. Difference  – Subtracts  Source B  from  Source A , to always get a positive value. Blending with black produces no change, as values for all colors are 0. (The RGB value for black is 0, 0, 0). Blending with white inverts the picture. Multiply  – Multiplies the numbers for each pixel of  Source A  with the corresponding pixel for  Source B . As a simple multiplication can get values as high as 65025, which is far higher than the maximum allowed value, 255, the result is divided by 255. The result is a darker picture. Formula: Result = ( Source A  Color) * ( Source B  Color) /255. Divide  – Simply divides pixel values of  Source A  by the corresponding values of  Source B . Minimum  – Takes the darkest value for each pixel from each source. Maximum  – Takes the brightest value for each pixel from each source. Colorize Shift  – A dds color B to color A in HSL space, that is B is interpreted as translation delta in HSL space. Colorize Tint  – Adds color B to color A in HSL space, but co lor A's hue is directly replaced with color B's hue. Alpha Blend Straight  –  Interpolates between A and B by multiplying them by B's alpha component. Alpha Blend Premultiplied  –  Interpolates between A and B by multiplying them by B's alpha component. Assumes B has already been multiplied by its alpha component. Source A  – Specifies the first of the two textures that are going to be blended. Source B  – Specifies the second of the two textures that are going to be blended. Color Tweaks Default Color  – Specifies the color when there are no valid UVW coordinates. Mult  – Specifies a strength multiplier for the texture color. Offset  – Color corrects the texture by adding the RGB color values specified here to the RGB color values in the texture. Invert  – When enabled, inverts the resulting texture color. Alpha Tweaks Source  – Specifies where the alpha channel is drawn from. Alpha  – Alpha channel is drawn from the texture. Color  – Alpha is generated from pixel intensity. Opaque  – Alpha channel is fully opaque. Use  – Differentiates between textures exported from different applications. You can choose between  Color Intensity (3ds Max)  and  Color Luminance (Maya) . Mult  – Specifies a multiplier for the texture alpha. Offset  – Specifies an additional offset for the texture alpha. Invert  – When enabled and  Invert  from  Color Tweaks  is also on, the resulting texture alpha is inverted as well. Common Uses Source A  texture Source B  texture  V-Ray Comp Max map  result – Product (A*B)