This page provides information on the V-Ray Cellular Texture.

 

 

Overview


The Cellular texture creates a procedural texture that mimics closely packed cells.

Any texture can be replaced via the Replace With New Texture () button, which activates when you select the texture to be replaced. If the texture is an instance, all copies are changed as well.

 

 

 

Parameters


Color Center – Controls the color of the center of the cells. If a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Color Edge – Controls the color of the edges of the cells in the Cellular procedural texture. If a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Color Background – Controls the color of the background of the Cellular procedural texture. If a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Type – Specifies the type of Cellular texture.

Dots 
Chips
Cells
Chess cells
Plasma

Size – Controls the size of the Cellular procedural texture

Density – Controls the Density of the Cellular texture. 

Spread – Controls the spread of the procedural Cellular texture.

 

Fractal 


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.

 

Levels


Low – Specifies the low threshold.

Mid –Specifies the middle threshold.

High – Specifies the high threshold.


Color Manipulation


Invert Texture   Inverts the RGB texture values. 

Alpha from Intensity – Uses the texture RGB intensity/luminance as alpha channel. 

Color Gain –  Corrects the color of the texture by multiplying the the RGB color values in the texture with the RGB color values specified here. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Color Offset  Corrects the color of the texture by adding the RGB color values specified here to the RGB color values in the texture. When a texture is selected, it overrides the color as long as the texture checkbox is enabled. 

Default Color  Specifies a default color used for polygons with no valid UVs. In case the map is not tiled, specifies a default color that is used outside the texture square.  When a texture is selected, it overrides the color as long as the texture checkbox is enabled.

 

 

 

Multipliers


Mode – Specifies the multiplication mode of the colors. 

Multiply – The color used for blending is black.
Blend Amount – The color used for blending is the one specified in the color slot.

Color Center – Blends between a color and a texture, if specified. 

Color Edge  Blends between a color and a texture, if specified. 

Color Background – Blends between a color and a texture, if specified. 

 

 

Texture Placement


Type – Controls how the texture is positioned on the geometry.

2D (UV Channel) – The texture uses the object UV coordinates.

Environment This mode is currently not supported in V-Ray for Revit.

2D (UV Channel)


UV Channel/Set – Specifies the index of the mapping channel data to use. A value of 1 takes the first available channel.

Repeat U/V – Determines how many times the texture is repeated in the 0 to 1 UV square.

Lock U/V Repeat – Locks the U/V Repeat.

Offset U/V – Controls the texture offset in the U and V direction. 

Rotate – Rotates the texture (in degrees). 

Tile U/V – Tiles the texture in the U and V direction. If the option is disabled, the Default texture color is used outside the 0 to 1 UV square. Default color is found in Parameters > Color Manipulation.

Mirror U/V  – Mirrors the texture in the U and V direction separately. The option cuts the texture in the half flipping one side vertically or horizontally. This can be used to avoid seams in-between non-tileable repeated textures. 

Double-sided – This option should be enabled only if support for unique front and back face UVS is required. If enabled, channel "n"is used for front-side UVS and channel "n+1" is used for back-side UVS. 

 

2D (UV Channel)