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

 

Page Contents

 

Overview


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

 

 


 

UI Path: ||shop Network|| > vraymtl > Texture >  Cellular


Node


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

 

Settings


 

 

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 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.


 

Color Tweaks





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.

Alpha Tweaks




Source – Specifies where the alpha channel is drawn from.

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

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 will be inverted as well.


Placement





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 – Sppecifies 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.


UV Noise



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.

 

 


 

Example: Size

 

 


Dots Size: 0.05

 


Dots Size: 0.1

 


Dots Size: 0.2

 

 

 


Chips Size: 0.2

 


Chips Size: 0.35

 


Chips Size: 0.5

 

 

 


Cells Size: 0.1

 


Cells Size: 0.2

 


Cells Size: 0.5

 

 

 


Chess Cells Size: 0.1

 


Chess Cells Size: 0.2

 


Chess Cells Size: 0.5

 

 

 


Plasma Size: 0.05

 

Plasma Size: 0.07

 


Plasma Size: 0.2

 

 

 


 

Example: Spread

 

 


Dots Spread: 0.5

 


Dots Spread: 1.0

 


Dots Spread: 1.5

 

 

 


Chips Spread: 0.5

 


Chips Spread: 1.0

 


Chips Spread: 2.0

 

 

 


Cells Spread: 0.1

 


Cells Spread: 0.5

 


Cells Spread: 1.0

 

 

 


Chess Cells Spread: 0.1

 


Chess Cells Spread: 0.5

 


Chess Cells Spread: 0.9

 

 

 


Plasma Spread: 1.0

 


Plasma Spread: 3.0

 


Plasma Spread: 5.0

 

 

 


 

Example: Density

 

 


Dots Density: 0.1

 


Dots Density: 0.25

 


Dots Density: 1.0

 

 

 


Chips Density: 0.25

 


Chips Density: 0.7

 


Chips Density: 1.5

 

 

 


Cells Density: 0.15

 


Cells Density: 0.25

 


Cells Density: 0.5

 

 

 


Chess Cells Density: 0.15

 


Chess Cells Density: 0.25

 


Chess Cells Density: 0.5

 

 

 


Plasma Density: 0.5

 


Plasma Density: 1.0

 


Plasma Density: 2.0

 

 

 

 


 

Example: Low

 

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

 


Dots Low: 0.0

 


Dots Low: 0.5

 


Dots Low: 1.0

 

 


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

 

 


Chips Low: 0.0

 


Chips Low: 0.5

 


Chips Low: 0.9

 

 

 


 

Example: Middle

 

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

 


Dots Middle: 0.0

 


Dots Middle: 0.5

 


Dots Middle: 1.0

 

 


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

 

 


Chips Middle: 0.0

 


Chips Middle: 0.5

 


Chips Middle: 1.0

 

 

 


 

Example: High

 

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

 


Dots High: 0.0

 


Dots High: 0.75

 


Dots High: 1.0

 

 


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

 

 


Chips High: 0.0

 


Chips High: 0.75

 


Chips High: 1.0

 

 

 


 

Example: Fractal Iterations

 

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

 


Fractal not enabled

 


Fractal Iterations: 1.75



Fractal Iterations: 3.0

 

 


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

 

 


Fractal not enabled

 


Fractal Iterations: 1.75

 


Fractal Iterations: 3.0

 

 

 


 

Example: Fractal Roughness

 

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

 


Fractal Roughness: 0.0

 


Fractal Roughness: 0.5

 


Fractal Roughness: 0.9

 

 


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

 

 


Fractal Roughness: 0.0

 


Fractal Roughness: 0.5

 


Fractal Roughness: 0.9

 

 

 

Color Tweaks





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.

Alpha Tweaks




Source (question)

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 will be inverted as well.


Placement





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 – Sppecifies 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.

Tile U – Enables horizontal tiling.

Tile V – Enables vertical tiling.


UV Noise



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.