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This page contains information about the V-Ray Cellular Texture.

 

Overview


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

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UI Paths


 

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||mat Network|| > V-Ray> Texture: Procedural > V-Ray Celluar

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 ||out Network|| > V-Ray Render Elements node > V-Ray > Texture: Procedural > V-Ray Cellular
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Node


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The V-Ray TexCellular node provides inputs for controlling various texture properties. They correspond to parameters in the section below.

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Settings


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Type – Specifies which type to use for the Cellular texture. The choices are DotsChipsCellsChess 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 Cellular procedural texture. For more details, please see the Size examples below.

Spread – Controls the spread of the procedural Cellular texture. For more details, please see the Spread examples below.

Density – Controls the Density of the Cellular texture. For more details, please see the Density examples below.

Low – Controls the low threshold (background color). For more details, please see the Low examples below.

Middle – Controls the middle threshold (edge color). For more details, please see the Middle examples below.

High – Controls the high threshold (center color). For more details, please see the High examples below.

Fractal – Enables the addition of fractal generation. Only available with Dots and Chips Types.

Fractal Iterations – Controls the number of fractal iterations. For more details, please see the Fractal Iterations examples below.

Fractal 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. For more details, please see the Fractal Roughness examples below.

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Color Tweaks


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Default Color – Specifies the color when there are no valid UVW coordinates.

Mult – Specifies a strength multiplier for the texture color.

Offset – Color corrects the texture by adding the the RGB color values specified here to the RGB color values in the texture.

Invert – When enabled, inverts the resulting texture color.

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Alpha Tweaks


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Source – Specifies where the alpha channel is drawn from.

Alpha – Alpha channel is drawn from the texture.
Color 
– Alpha is generated from pixel intensity.
Opaque 
– Alpha channel is fully opaque.

Use – Differentiate between textures exported from different applications. You can choose between Color Intensity (3ds Max) and Color Luminance (Maya).

Mult – Specifies a multiplier for the texture alpha.

Offset – Specifies an additional offset for the texture alpha.

Invert – When enabled and Invert from Color Tweaks is also enabled, the resulting texture alpha is inverted as well.

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Placement


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Placement Type – Specifies the way the valid portion of the texture is applied.

Full – 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.

U – Specifies the U coordinate of the valid texture sector.

V – Specifies the V coordinate of the valid texture sector.

W – Specifies the width of the valid texture sector.

H – Specifies the height of the valid texture sector.

Jitter – Controls the amount of random placement variation.

Tile U – Enables horizontal tiling.

Tile V – Enables vertical tiling.

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UV Noise


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Enabled – Enables noise for the texture.

Amount – Specifies the amount of noise to add to the texture.

Levels – Specifies the amount of noise iterations.

Size – Controls the scale of the noise.

Animated – Enables the noise to be animated.

Phase – Controls the noise phase.

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Example: Size

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Dots Size: 0.05

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 Dots Size: 0.1

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Dots Size: 0.2

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Chips Size: 0.2

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Chips Size: 0.35

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 Chips Size: 0.5

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Cells Size: 0.1

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Cells Size: 0.2

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Cells Size: 0.5

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Chess Cells Size: 0.1

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Chess Cells Size: 0.2

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Chess Cells Size: 0.5

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 Plasma Size: 0.05

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Plasma Size: 0.07

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Plasma Size: 0.2

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exampleDensity
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Example: Spread

 

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Dots Spread: 0.5

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Dots Spread: 1.0

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 Dots Spread: 1.5

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Chips Spread: 0.5

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Chips Spread: 1.0

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 Chips Spread: 2.0

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 Cells Spread: 0.1

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 Cells Spread: 0.5

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 Cells Spread: 1.0

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Chess Cells Spread: 0.1

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Chess Cells Spread: 0.5

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 Chess Cells Spread: 0.9

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 Plasma Spread: 1.0

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Plasma Spread: 3.0

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Plasma Spread: 5.0

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Example: Density

 

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Dots Density: 0.1

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 Dots Density: 0.25

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Dots Density: 1.0

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Chips Density: 0.25

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Chips Density: 0.7

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Chips Density: 1.5

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Cells Density: 0.15

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Cells Density: 0.25

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 Cells Density: 0.5

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Chess Cells Density: 0.15

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 Chess Cells Density: 0.25

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Chess Cells Density: 0.5

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Plasma Density: 0.5

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 Plasma Density: 1.0

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Plasma Density: 2.0

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Example: Low

 

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The Dots examples below use Size: 0.25, Spread: 0.5, and Density: 1.5. The Edge Color is blue for visual clarity.

 

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Dots Low: 0.0

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Dots Low: 0.5

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Dots Low: 1.0

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The Chips examples below use Size: 1.0, Spread: 0.75, and Density: 3.0. The Edge Color is blue for visual clarity.

 

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Chips Low: 0.0

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Chips Low: 0.5

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Chips Low: 0.9

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Example: Middle

 

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The Dots examples below use Size: 0.25, Spread: 0.5, and Density: 1.5. The Edge Color is blue for visual clarity.

 

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Dots Middle: 0.0

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Dots Middle: 0.5

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Dots Middle: 1.0

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The Chips examples below use Size: 1.0, Spread: 0.75, and Density: 3.0. The Edge Color is blue for visual clarity.

 

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Chips Middle: 0.0

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Chips Middle: 0.5

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Chips Middle: 1.0

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Example: High

 

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The Dots examples below use Size: 0.25, Spread: 0.5, and Density: 1.5. The Edge Color is blue for visual clarity.

 

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Dots High: 0.0

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Dots High: 0.75

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Dots High: 1.0

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The Chips examples below use Size: 1.0, Spread: 0.75, and Density: 3.0. The Edge Color is blue for visual clarity.

 

Image slider
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Chips High: 0.0

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Chips High: 0.75

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Chips High: 1.0

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Example: Fractal Iterations

 

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The Dots examples below use Size: 0.25, Spread: 0.5, and Density: 1.5.

 

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Fractal not enabled

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 Fractal Iterations: 1.75

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 Fractal Iterations: 3.0

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The Chips examples below use Size: 1.0, Spread: 0.75, and Density: 3.0.

 

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Fractal not enabled

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Fractal Iterations: 1.75

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 Fractal Iterations: 3.0

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Example: Fractal Roughness

 

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The Dots examples below use Size: 0.25, Spread: 0.5, Density: 1.5, and Fractal Iterations: 3.0.

 

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Fractal Roughness: 0.0

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Fractal Roughness: 0.5

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 Fractal Roughness: 0.9

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The Chips examples below use Size: 1.0, Spread: 0.75, Density: 3.0, and Fractal Iterations: 3.0.

 

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 Fractal Roughness: 0.0

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 Fractal Roughness: 0.5

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 Fractal Roughness: 0.9

Move the slider to see the example renders.

 

 

 

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