This page provides information about the Checker texture in V-Ray for Blender.
Overview
The Checker texture map can be set to any color and generates a procedural checkerboard texture.
UI Path: ||V-Ray Node Editor|| > Shader > Add > Textures > V-Ray Checker
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.
Mapping – Allows a UVW Mapping or a UVW Randomizer node to be connected to determine the mapping of the ramp.
White Color (input socket) – Allows a color texture to be used as the White Color.
Black Color (input socket) – Allows a color texture to be used as the Black Color.
Contrast (input socket) – Allows an integer-outputting node to control the Contrast parameter.
Input
White Color – Specifies a color or texture for what would usually be the white squares on the checkerboard.
Black Color – Specifies a color or texture for what would usually be the black squares on the checkerboard.
Contrast – Controls the contrast between White Color and Black color, where 0 means no contrast and 1 results in maximum contrast.
Output
Color Mult– Corrects the color of the texture by multiplying the RGB color values in the texture with the RGB color values specified here.
Color Offset – Corrects the color of the texture by adding the RGB color values specified here to the RGB color values of the texture.
Invert – Inverts the RGB texture values.
Alpha Source – Specifies where the alpha channel is drawn from.
Bitmap Alpha – Alpha channel is drawn from the texture.
Color intensity/luminance – Alpha is generated from pixel intensity.
Force Opaque – Alpha channel is fully opaque.
Invert Alpha – When enabled, the resulting texture alpha is inverted as well.
Alpha Offset –
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. When a texture is selected, it overrides the color as long as the texture checkbox is enabled.
Mapping
Placement – 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.
Tile U – Enables horizontal tiling.
U – U coordinate of the texture sector.
Width – Determines the width of the texture sector.
Tile V – Enables vertical tiling.
V – V coordinate of the texture sector.
Height – Determines the height of the texture sector.
Jitter – Specifies a randomization value for the UV placement.
UV Noise
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.
UV Noise Phase – Specifies the UV noise phase.