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This page provides information on the Cellular texture in V-Ray for Blender. 

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


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

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Node Input Sockets

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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.

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Properties

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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.

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