V-Ray for Blender
Rock
This page provides information about the Rock texture in V-Ray for Blender.
Last updated 14 April 2026
This page provides information about the Rock texture in V-Ray for Blender.
Overview
The V-Ray Rock texture generates a procedural rock pattern using two colors or texture maps.
UI Path: ||V-Ray Node Editor|| > Shader > Add > Textures > V-Ray Rock

Node Input Sockets
Color 1 (input socket) – Input for the first color texture.
Color 2 (input socket) – Input for the second color texture.
Mapping – This slot allows you to connect a Mapping node (UVW Mapping, UWV Randomizer) to adjust the UWVs of the texture.
Output
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.

Common
Compatibility With – Allows you to match the result of the texture in Blender to that in either 3ds Max or Maya.
Max – The resulting alpha of the texture is the intensity of the texture.
Maya – The resulting alpha of the texture is the color luminescence.
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 texture by multiplying the color values in the texture with the color values specified here.
Color Offset – Corrects the texture's color by adding the color values specified here to the color values of the texture.
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.

Mapped
Wrap – When enabled, wraps the texture back when it goes outside of the placement area.
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.

Properties
UV Noise Phase – Specifies the UV noise phase.
Color 1 – Specifies a color to be used when no node is connected to the Color 1 socket.
Color 2 – Specifies a color to be used when no node is connected to the Color 2 socket.
Grain Size – Controls the size of the fine grain features.
Diffusion – Lower values make the resulting texture sharper, while higher values blur the texture details more.
Mix Ratio – Controls the mix between Color 1 and Color 2.
