Page Contents

 

Overview


 The Checker texture map can be set to any color and generates a procedural checkerboard texture.

 

 

 

Parameters



 

 

Color A (white) – Specifies the color for what would usually be the white squares on the checkerboard. A texture map can be used here. 

Color B (black) – Specifies the color for what would usually be the black squares on the checkerboard. A texture map can be used here. 

 

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.

 

Multipliers


 

 

 

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 A (white) – Controls the intensity of the first color. A texture map can be connected here. 

Color B (black) – Controls the intensity of the second color. A texture map can be connected here. 

 

 

Texture Placement



 

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

2D (UV Channel) – The texture will use the object UV coordinates. 
Environment 
– 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. 

 

Environment 




Mapping – Specifies the type and shape of the texture. 

Angular
Cubic
Spherical
Mirror Ball
Screen

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.