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The Granite texture map generates a procedural Granite texture. It uses four colors that can be changed or assigned to texture maps.







Color Base – Specifies the base color of the spots. A texture map can be used for all parameters in this section.

Color A – Specifies the first color of the spots. 

Color B – Specifies the second color of the spots.

Color C – Specifies the third color of the spots. 

Cell Size – Controls how large or small the cells are. For more information, please see the Cell Size example below.

Density – Controls how closely packed the spots will be. For more information, please see the Density example below.

Mix Ratio – Controls the way Color 1Color 2 & Color 3 are mixed. Low values will give a larger amount of spots of Color 1, a mid value of 0.5 will give Color 2 more prominence and a high value of 1.0 will give an overall balanced mix of all three colors. For more information, please see the Mix Ratio example below.

Threshold – Controls the transition between the base color and Color A, Color B and Color C. 

Spottiness – Controls how circular the spots are. Lower values will make the spots more circular, and higher values will make them less circular. 

Randomness – Varies the distribution of the spots on the granite. Lower values will show more spots, higher values will also make them more sparse. For more information, please see the Randomness example below.

Creases – Enables or disables crease patterns.


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 his 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 Base – Blends between the color base and a texture, if specified. 

Color A – Blends between the first color and a texture, if specified. 

Color B –  Blends between the second color and a texture, if specified.

Color C – Blends between the third color and a texture, if specified. 


Example: Mix Ratio


These examples use a Density of 1 and a Cell Size of 0.75



Mix ratio: 0.1

Mix ratio: 0.5

Mix Ratio: 0.75

Mix Ratio: 1





Example: Spottiness

These examples use a Density of 1, a Cell Size of 0.75 and a Mix Ratio of 0.5


Spottiness: 0.1

Spottiness: 0.25





Spottiness: 0.5

Spottiness: 0.75

Spottiness: 1





Example: Randomness

These examples use a Density of 1, a Cell Size of 0.75 and a Mix Ratio of 0.5


Randomness: 0

Randomness: 0.25



Randomness: 0.5

Randomness: 0.75

Randomness: 1




Example: Cell Size


Cell Size: 0.15

Cell Size: 0.25



Cell Size: 0.5

Cell Size: 0.75

Cell Size: 1





Example: Density

These examples use a Cell Size of 0.75



Density: 1

Density: 0.75

Density: 0.5

Density: 0.25




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.