tyValue Texmap

The tyValue texmap converts UVW values of sampled geometry into RGBA values whose components are the normalized lengths of individual vector axes or the vector length itself.

Example usage: if particles have their velocity assigned to a mapping channel, you can convert that velocity into a value between black and white using the tyValue texmap, depending on the length of the velocity vector for any given particle. The tyValue texmap can then be used as a mask for any other mixable texmap in 3ds Max, allowing you to transform particle velocities into blended color ranges…where the faster a particle travels, the more its color will change.


Value source

  • Source: the source value used to compose RGBA values output by the texmap.

Particle properties are currently only supported by VRay CPU when rendering particles as instances.

  • Channel: the particle channel to use when custom float/vector properties are selected as the source.

Value range

  • Make absolute: negative components of input values will be made positive.

  • Normalize: when enabled, input values will be normalized using the specified min/max range.

  • Clamp: when enabled, input values will be clamped to the specified min/max range.

  • Exponent: input values will be raised to the specified exponent.

  • Multiplier %: input values will be multiplied by the specified percent.

Value affect

  • R/G/B/A: controls which components of the resulting RGBA value (the output of the texmap) will be set to the normalized source value. Unselected R/G/B components will be given a default value of 0. An unselected Alpha component will be given a default value of 1.