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title: "V-Ray Mix"
canonical: "https://documentation.chaos.com/space/VRAYHOUDINI/113280010/V-Ray%20Mix"
format: markdown
---
This page contains information about the V-Ray TexMix node. Overview V-Ray Mix texture mixes two colors or textures using a texture map or a solid color value. The example shown here uses a  Cellular  texture as the  Mix Map  with  Source A  set to Red and  Source B  set to Blue. Settings Source A  – Specifies the first color. A texture can be used instead. Source B  – Specifies the second color. A texture can be used instead. Mix Amount  – Controls the strength of the mix between  Source A  and  Source B .  See the  Mix Amount example  below. Mix Map  (input socket) – An input texture for the mix_map socket that controls how  Source   A  and  Source B  are mixed together.  See the  Mix Map example  below. Use [0-1] Curve  – When enabled, a curve is used to sharpen or smooth the mix between  the two colors/textures . This parameter is used in combination with an input texture for the mix_map socket.  See the  Use Curve example  below. Lower Bound  – Available when  Use Curve  is enabled. Controls how gradual or how sharp the transition between the two colors is for the dark areas of the Mix Map.  See the  Use Curve example  below. Upper Bound  – Available when  Use Curve  is enabled. Controls how gradual or how sharp the transition between the two colors is for the bright areas of the Mix Map. Any brightness value above this on the Mix Map displays  Source A .  See the  Use Curve example  below. 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. Examples Example: Colors The diffuse component of the material is tweaked with a V-Ray Mix texture. A color and a texture are added as Source A and Source B. The mixture of Source A and B is controlled with a Color through the  mix_map  socket. Source A Source B RGB (0, 0, 0) RGB (0.5, 0.5, 0.5) RGB (1, 1, 1) Example: Mix Amount The diffuse component of the material is tweaked with the Mix Amount parameter. Two textures are added as Source A and Source B. The Mix Amount parameter controls the mixture of Source A and B. Source A Source B Mix Amount = 0 Mix Amount = 0.5 Mix Amount = 1 Example: Use Curve The diffuse component of the material is tweaked with a V-Ray Mix texture. Two colors - orange and pink - are used as Source A and Source B.  The Use Curve parameter is on, and the Lowe and Upper Bounds are set accordingly. A texture is used for the  mix_map socket . Upper Bound = 0.7, Lower Bound = 0.3, Mix Map = light grey texture Upper Bound = 0.9, Lower Bound = 0.5, Mix Map = light grey texture Upper Bound = 0.1, Lower Bound = 0, Mix Map = dark grey texture Upper Bound = 0.02, Lower Bound = 0, Mix Map = dark grey texture