Table of Contents

This page provides information on the Cellular texture in V-Ray for Blender. 

 

Overview


The V-Ray Cellular Texture map generates a procedural cellular noise pattern.

 

UI Path


||Node Editor|| > Add > Textures > Cellular


Node


Center Color – Texture/color input for the center color.

Edge Color – Texture/color input for the edge color.

Bg Color – Texture/color input for the background color.

 


 


Parameters


Type – Specifies which type to use for the Cellular texture. The choices are Dots, Chips, Cells, Chess Cells, or Plasma.

Cell Characteristics

Size –  Controls the size of the Cellular procedural texture.
Spread – Controls the spread of the procedural Cellular texture.
Density – Controls the Density of the Cellular texture.
Fractal – Enables the addition of fractal generation. Only available with Dots and Chips Types.
Iterations –  Controls the number of fractal iterations.
Roughness – Controls the roughness of the fractal. A value of 0.0 is very rough and a value of 1.0 is very smooth, which negates the fractal. 

Threshold

Low – Controls the low threshold (background color).
Middle – Controls the middle threshold (edge color).
High – Controls the high threshold (center color).

Compatibility – Allows you to match the result of the texture in Blender to that in either 3ds Max or Maya. If Alpha From is set to Maya:

3ds Max – The resulting alpha of the texture is the intensity of the texture.
Maya – 
The resulting alpha of the texture is the color luminescence.

Invert – When enabled inverts the colors in final result.

 Alpha From – Determines how the alpha of the result is calculated:

Force 1.0 – Alpha is always 1.
Compatibility – Depends on the selected Compatibility option.
Self – The calculated alpha of the texture.

Invert Alpha – Inverts the alpha channel if Invert is also enabled.

UV

Placement – Select how to place the texture.

Full
Crop
Place

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.

Tile U/ Tile V – Enable to choose between a horizontal or vertical tiling.

UV noise on – Enables 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. 

UV noise phase – Specifies the UV noise phase. 

Animate UV noise – If enabled, the noise is animated. Use the UV noise phase to animate the noise.