This page provides information about the Grid node texture in V-Ray for Cinema 4D.
Overview
The V-Ray Grid node texture generates a procedural grid pattern using custom colors.
Input
Line Color – Controls the color of the lines in the grid procedural texture.
Fill Color – Controls the main non-line color of the procedural grid texture.
U Width – Controls the horizontal line width.
V Width – Controls the vertical line width. For more information, see the U Width and V Width example.
Output
COLOR
Color Mult – Specifies a multiplier for the texture color.
Color Offset – Color corrects the texture by adding the RGB color values specified here to the RGB color values in the texture.
Invert – When enabled, the resulting texture color is inverted.
ALPHA
Alpha Source – Specifies the alpha source:
Bitmap Alpha – Sources the apha from a given Bitmap texture. See the Note for information on how to connect a node here.
Color Intensity/luminance – The alpha is taken from the intensity of the connected bitmap node. It is calculated using the basic colors (red+green+blue)/3. See the Note for information on how to connect a node here.
Force Opaque – The alpha is not calculated. The channel always returns 1.0 for alpha.
Invert Alpha – When enabled, the resulting texture alpha is inverted, too. If disabled, just the color is inverted.
Alpha Multiplier – Specifies a multiplier for the texture alpha.
Alpha Offset – Specifies an additional offset for the texture alpha.
No UVs Color – Specifies a color for areas (objects) with no UVs.
NOTE
To connect a node for the Alpha Source, right-click on the Grid node and select the input for the Alpha Source. This is true for other inputs that are not visible in the node by default.
Click on the image to view it in full-size
Mapping
Placement– Specifies the way the valid portion of the texture is applied.
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/V – Sets a tiling factor for the texture.
Width – Specifies the width of the tiles.
Height – Specifies the height of the tiles.
Jitter – Controls the amount of random placement variation.
UV NOISE
UV Noise On – Enables the UV noise.
Animate UV Noise – When enabled, the noise is animated.
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.
CONTEXT
Context – Allows the attachment of a Context node (UVW generator) to adjust the UVWs of the texture. For more information, visit the Context Nodes page.