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This page contains information about the V-Ray Cellular TextureTexCellular node.

 

Overview

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

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||mat Network||

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 V-

Ray>

Ray> Texture: Procedural

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 > V-Ray Celluar

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||out Network|| > V-Ray Render Elements node > V-Ray

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Texture: Procedural

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 > V-Ray Cellular

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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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