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



The V-Ray Checker Texture map generates a procedural checkerboard pattern with checkers of any color.


UI Paths

||mat Network|| > V-Ray> Procedural Texture > V-Ray Checker

||out Network|| > V-Ray Render Elements node > V-Ray > Procedural Texture > V-Ray Checker



The TexChecker node provides inputs for controlling various texture properties. They correspond to parameters in the section below.






Color A – Specifies one of the colors of the checker texture

Color B – Specifies the other color of the checker texture.

Contrast  – Controls the contrast by changing the value.


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.
– Alpha is generated from pixel intensity.
– 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.


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.


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.


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