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V-Ray for Blender

Gradient Ramp

This page provides information about the Gradient Ramp texture in V-Ray for Blender.

Last updated 16 June 2026

This page provides information about the Gradient Ramp texture in V-Ray for Blender.

Overview

Gradient Ramp is a texture map that provides additional adjustments for the Color Ramp node. When a Gradient Ramp node is creates, it is automatically linked to a Color Ramp node. See the Color Ramp page for more information.

UI Path: ||V-Ray Node Editor|| > Shader > Add > Textures > V-Ray Gradient Ramp

VBLD_7.3_GradientRamp_nodeConnected.jpg

Node Input Sockets

This section describes the input sockets of the node. Some sockets have dedicated parameters, which are further described below, while others are only inputs.

Color Ramp – Input socket for a Color Ramp node. When the Gradient Ramp is created, a Color Ramp node is already attached here. If the Color Ramp node is deleted, the Create button appears. It creates a new Color Ramp and connects it to this input socket.

Mapping * – Allows a UVW Mapping, or a UVW Randomizer node to be connected to determine the mapping of the ramp.

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.

VBLD_7.3_GradientRamp_Inputs.jpg

Input sockets for Gradient Types: Four corner, Box, Diagonal, Linear, Pong, Radial, Spiral, Sweep, Tartan.

Properties

Gradient Type – Specifies the type of gradient ramp to create:

Four corner – A gradient that transitions linearly between colors assigned to each corner.
Box – A gradient with a box radial transition.
Diagonal – A gradient with a diagonal transition.
Lighting – A gradient based on the light intensity.
Linear – A gradient with a simple linear transition.
Mapped – Uses map as a gradient. The map is specified in the Texture Map input socket.
Normal – A gradient based on surface normals and the camera.
Pong – A gradient with a diagonal transition that repeats in the middle.
Radial – A gradient with a radial transition.
Spiral – A gradient with a circular transition.
Sweep – A gradient with a linear sweep transition.
Tartan – Creates a gradient with a plaid pattern.
Position – Allows the user to specify a Gradient Position.

For information on the Color ramp properties, see the Color Ramp page.

Common

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 – Corrects the color of the ramp by multiplying the color values in the ramp by the color values specified here.

Color Offset – Corrects the ramp's color by adding the color values specified here to the color values of the ramp.

Alpha Mult – A multiplier for the Alpha value.

Alpha Offset – Controls the offset of the Alpha value.

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.

VBLD4.4_7.2_GradRamp_Common.jpg

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.

VBLD4.4_7.2_GradRamp_Mapped.jpg

Noise

UV Noise Phase – Specifies the UV noise phase.

Noise Amount – Determines how much noise is introduced.

Noise Type – Specifies how the colors are randomly distributed across the gradient.

Regular – A plain noise with a non-fractal function.
Fractal – A fractal algorithm to generate the noise.
Turbulence – A turbulence-based noise type is used.

Noise Size – The scale of the noise.

Noise Phase – Controls the speed of the procedural noise.

Noise Levels – Determines the amount of iterations of noise.

Noise Threshold Low – Sets the Low threshold.

Noise Threshold High – Sets the high threshold.

Noise Smooth – The amount of smoothing of the noise.

VBLD4.4_7.2_GradRamp_Noise.jpg