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.