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: ||V-Ray Node Editor|| > Shader > Add > Textures V-Ray Cellular


 


Node Input Sockets


This section describes the input sockets of the node. Some sockets have dedicated parameters, which are further described below, and some sockets are just inputs.


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

Center Color (input socket) – Allows a color node to determine the Center Color parameter.

Edge Color (input socket) – Allows a color node to determine the Edge Color parameter.

Background Color (input socket) – Allows a color node to determine the Background Color parameter.



Properties


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

Background Color – Controls the color of the background of the Cellular procedural texture.

Center Color – Controls the color of the center of the cells. 

Edge Color – Controls the color of the edges of the cells in the Cellular procedural texture. 

Size – Controls the size of the cell.

Spread – Controls the spread of the cell pattern.

Density – Controls the density of cell pattern. 

Low – Controls the low threshold (background color).

Middle – Controls the middle threshold (edge color).

High – Controls the high threshold (center color).

Fractal – Enables or disables the usage of fractal patterns in the creation of the procedural texture.

Fractal Iterations – Specifies the number of iterations for the fractal pattern.

Fractal Roughness – Specifies the amount of roughness in the fractal pattern.


Was this helpful?