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







Color Center – Controls the color of the center of the cells.

Color Edge – Controls the color of the edges of the cells in the Cellular procedural texture.

Color Background – Controls the color of the background of the Cellular procedural texture.

Type – Specifies the type of Cellular texture.

Chess cells

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 – 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.





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 specified here with the RGB color values of the texture. A texture map can be assigned here. 

Color Offset  Corrects the color of the texture by adding the RGB color values specified here to the RGB color values of the texture. A texture map can be assigned here. 

Default Color  Specifies a default color for polygons with no valid UVs. In case the map is not tiles, the default color will be used outside the texture borders.


Use 3D Mapping – Enables or disables 3D mapping for the procedural texture. Note that this mode is not supported yet by the Hybrid (CUDA) engine. When this option is enabled, all Texture Placement parameters are ignored.





Mode – Specifies the multiplication mode of the colors. 

Multiplier – Multiplies the RGB numbers for each pixel of the top layer with the RGB number of the corresponding pixel from the bottom layer. The result is a darker picture. 
Blend Amount  Takes each pixel from the top layer if present. Otherwise the bottom layer is used.

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

Color Edge  Controls the intensity of the edge color.

Color Background – Controls the intensity of the background color.



Texture Placement


Type – Controls how the texture will be positioned on the geometry. 

2D (UV Channel) – The texture will use the object UV coordinates. 
– This mode is applicable if the map is connected to an Environment slot or a Dome light. 


2D (UV Channel)

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

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

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 will be used outside the 0 to 1 UV square. 

Mirror U/V  – Mirrors the texture in the U and V direction separately. The option will cut 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 – Enables both sides of the object to be affected by the UVW data. 



Mapping – Specifies the type and shape of the texture. 

Mirror Ball

Rotate H – Specifies the amount to adjust the texture's horizontal rotation. 

Flip H – Flips the environment sphere horizontally.  

Rotate V – Specifies the amount to adjust the texture's horizontal or vertical rotation.  

Flip V – Flips the environment sphere vertically. This option is active only in Spherical Mapping. 

Ground – Enables ground projection of the texture.  

Position X/Y/Z – Offsets the ground projection along the X/Y/Z axis. 

Raduis – Specifies a projection radius. Can be used to control the scale of the projection.  

2d Transformation – see 2D (UV channel) parameters.