This page contains information about the V-Ray Cellular Texture.
Overview
The V-Ray Cellular Texture map generates a procedural cellular noise pattern. |
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UI Paths
||mat Network|| > V-Ray> Texture > V-Ray Celluar |
||shop Network|| > V-Ray Material > V-Ray> Texture > V-Ray Celluar |
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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
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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 |
Plasma Size: 0.2
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Example: Spread
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
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
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
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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.
 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
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
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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.
 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
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
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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.
 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
The Dots examples below use Size: 0.25, Spread: 0.5, and Density: 1.5.
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.
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
The Dots examples below use Size: 0.25, Spread: 0.5, Density: 1.5, and Fractal Iterations: 3.0.
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.
Fractal Roughness: 0.0
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Fractal Roughness: 0.5
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Fractal Roughness: 0.9
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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 – 
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.