Cell Color Cells – Controls the color of the cells. Crease Color All parameters in this section can use a a texture map, as long as the checkbox is enabled.
Color Creases – Controls the color of the creases.
Size – Size – Controls the size of the procedural texture.
Density – – Controls how how close cells are placed next to each other.
Threshold – – Controls the transition between the Cell Color and Crease Color.
Spottiness – Spottiness – Controls how circular the cells appear.
Randomness Randomness – Controls how randomly the cells will look in relation to each other.
Defined Creases – Enables and disables creases.
Size – Controls the intensity of the Size parameter.
Density – Controls the intensity of the cell Density parameter.
Threshold – Controls the intensity of the transition between the Cell Color and Crease Color.
Spottiness – Controls the intensity of the cell spottiness, which controls how circular the cells appear.
Randomness – Controls the intensity of the cell Randomness parameter.
UV Transformation – Applies transformations to the UV texture space.
Repeat – Specifies how many times to repeat the U or V spaces of the texture.
Offset – Specifies an amount to offset the U or V spaces.
Mirror – When enabled, the U or V spaces will be mirrored.
Rotation – Specifies the number of degrees to rotate the UV texture.
UVWGenChannel – Allows modification for the geometry source's UVW data.
Double-sided Mode – Enables both sides of the object to be affected by the UVW data.
UVWGenEnvironment – Allows spherical, cube, etc. textures to be mapped on the environment color slot or dome lights.
Channel – Specifies the type and shape of the texture:
Shrink wrap (Max)
Direction Transformation – Applies transformations to the direction of the UVW texture.
Rotation – Specifies the amount to adjust the texture's horizontal or vertical rotation.
Repeat – Specifies how many times to repeat the texture horizontally or vertically.
Mirror – When enabled, the texture will be flipped along the specified axis.
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.
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 Cells – Blends between the Color Cells and a texture, if specified.
Color Creases – Blends between the Color Creases and a texture, if specified.