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Table of Contents

This page contains information about the V-Ray TexCellular node.


Overview


The V-Ray Cellular Texture map generates a procedural cellular noise pattern.




Settings


Type – Specifies which type to use for the Cellular texture. The choices are DotsChipsCellsChess Cells, or Plasma.

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

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

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

Size – Controls the size of the Cellular procedural texture. For more details, please see the Size examples below.

Spread – Controls the spread of the procedural Cellular texture. For more details, please see the Spread examples below.

Density – Controls the Density of the Cellular texture. For more details, please see the Density examples below.

Low – Controls the low threshold (background color). For more details, please see the Low examples below.

Middle – Controls the middle threshold (edge color). For more details, please see the Middle examples below.

High – Controls the high threshold (center color). For more details, please see the High examples below.

Fractal – Enables the addition of fractal generation. Only available with Dots and Chips Types.

Fractal Iterations – Controls the number of fractal iterations. For more details, please see the Fractal Iterations examples below.

Fractal Roughness – Controls the roughness of the fractal. A value of 0.0 is very rough and a value of 1.0 is very smooth, which negates the fractal. For more details, please see the Fractal Roughness examples below.



Color Tweaks


Default Color – Specifies a color when there are no valid uvw coordinates.

Mult – Specifies a multiplier for the texture color.

Offset – Color corrects the texture by adding the RGB color values specified here to the RGB color values in the texture.

Invert – When enabled, the resulting texture color is inverted.



Alpha Tweaks


Source – Specifies the alpha source from Alpha, Color, and Opaque.

Use – Differentiates 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, the resulting texture alpha is inverted, too. If disabled, just the color is inverted.



Placement


Placement Type – Specifies the way the valid portion of the texture is applied. The options are FullCrop, and Place.

U/V – Specifies the U/V coordinates of the valid texture sector.

W – Specifies the width of the valid texture sector.

H – Specifies the height of the valid texture sector.

Jitter – Specifies the amount of random placement variation.

Tile U – When enabled, there is horizontal tiling.

Tile V – When enabled, there is vertical tiling.



UV Noise


Enabled – Enables the UV noise.

Amount – Specifies the UV noise amount.

Levels – Specifies the UV noise iterations.

Size – Specifies the UV noise size.

Animated – When enabled, the noise is animated.

Phase – Specifies the UV noise phase.



Mapping


Type – Specifies the mapping type.



UV Name – The name of the UV channel that is used.

Repeat U – Multiplier for U values.

Repeat V – Multiplier for V values.

Coverage U – U values are remapped to 1.0.

Coverage V – V values are remapped to 1.0.

Translate Frame U – Translates the frame in U direction after applying rotate_frame (and before wrap, coverage, clamp).

Translate Frame V – Translates the frame in V direction after applying rotate_frame (and before wrap, coverage, clamp).

Rotate Frame – Rotates the frame after applying UV noise.

Rotate UV – Rotates the UVs after mirroring.

Offset U – Offset added to U before mirroring (after wrap, coverage, clamp).

Offset V – Offset added to V before mirroring (after wrap, coverage, clamp).

Noise U – Noise magnitude multiplier in U direction.

Nose V – Noise magnitude multiplier in V direction.

Mirror U – When enabled, every other tile outside the [0;1] range is mirrored in U.

Mirror V – When enabled, every other tile outside the [0;1] range is mirrored in V.

Wrap U – When enabled, U values outside the [0;1] range wrap back to [0;1].

Wrap V – When enabled, V values outside the [0;1] range wrap back to [0;1].

Stagger – When enabled, tiles in the V direction add +0.5 to the U value for a 'staggering' effect.




Type – Specifies the type of projection mapping to use from the following:None

Planar
Spherical
Cylindrical
Ball
Cubic
Tri-Planar
Perspective

Projection Camera – Selects a camera.

Projection Camera (LOP) – Same as Projection Camera parameter but for use in the LOP context.

Fit Fill – Specifies how the projection is fitted.
Fit Fill – Fitted to fill the space.
Horizontal – Fitted horizontally.

Vertical – Fitted vertically.

Fit Type – Specifies the type of fitting to use:

None
Match Camera Film Gate
Match Camera Resolution

U / V Angle – Specifies the U / V mapping angle.

Film Gate W / H – Specifies the width / height of the film gate.

Hide Backface – Determines whether to project on back faces of polygons.

Hide Occluded – Determines whether to project on occluded points when using the Perspective Type.

Object Space – When enabled, the projection is applied in the object space of the currently shaded geometry.

Use Reference Points – Uses reference mesh/rest inputs for projection calculations.




Mapping Type – Specifies the type and shape of the texture from the following: Spherical, Angular, Cubic, Mirror Ball, Screen, Spherical (3ds Max), Cylindrical (3ds Max), Shrink Wrap (3ds Max), and Spherical (V-Ray).

Horizontal Flip – Flips the environment horizontally.

Vertical Flip – Flips the environment vertically.

Horizontal Rotation – Specifies the horizontal rotation (left and right).

Vertical Rotation – Specifies the vertical rotation (up and down).

Texture Rotation – Specifies the texture rotation.

Wrap U – If true, U values outside the [0;1] range wrap back to [0;1]. You can choose between the No Wrapping, Wrap and Mirror Tile options.

Wrap V – If true, V values outside the [0;1] range wrap back to [0;1]. You can choose between the No Wrapping, Wrap and Mirror Tile options.

Wrap X – If true, X values outside the [0;1] range wrap back to [0;1]. You can choose between the No Wrapping, Wrap and Mirror Tile options.

Crop U / V / W – Enables or disables cropping in the U / V / W direction.

DUVW Scale – Specifies an additional scale factor for the texture derivatives.

Ground – Enables ground projection of the texture.

Ground Radius – When Ground is enabled, this specifies the radius of the ground.

Ground Position – When Ground is enabled, this specifies the coordinates for the ground.






Example: Size


Dots Size: 0.05

 Dots Size: 0.1

Dots Size: 0.2

Chips Size: 0.2

Chips Size: 0.35

 Chips Size: 0.5

Cells Size: 0.1

Cells Size: 0.2

Cells Size: 0.5

Chess Cells Size: 0.1

Chess Cells Size: 0.2

Chess Cells Size: 0.5

 Plasma Size: 0.05

Plasma Size: 0.07

Plasma Size: 0.2

Move the slider to see the example renders.








Example: Spread


Dots Spread: 0.5

Dots Spread: 1.0

 Dots Spread: 1.5

Chips Spread: 0.5

Chips Spread: 1.0

 Chips Spread: 2.0

 Cells Spread: 0.1

 Cells Spread: 0.5

 Cells Spread: 1.0

Chess Cells Spread: 0.1

Chess Cells Spread: 0.5

 Chess Cells Spread: 0.9

 Plasma Spread: 1.0

Plasma Spread: 3.0

Plasma Spread: 5.0

Move the slider to see the example renders.

Example: Density


Dots Density: 0.1

 Dots Density: 0.25

Dots Density: 1.0

Chips Density: 0.25

Chips Density: 0.7

Chips Density: 1.5

Cells Density: 0.15

Cells Density: 0.25

 Cells Density: 0.5

Chess Cells Density: 0.15

 Chess Cells Density: 0.25

Chess Cells Density: 0.5

Plasma Density: 0.5

 Plasma Density: 1.0

Plasma Density: 2.0

Move the slider to see the example renders.






Example: Low



The Dots examples below use Size: 0.25, Spread: 0.5, and Density: 1.5. The Edge Color is blue for visual clarity.


Dots Low: 0.0

Dots Low: 0.5

Dots Low: 1.0

Move the slider to see the example renders.

The Chips examples below use Size: 1.0, Spread: 0.75, and Density: 3.0. The Edge Color is blue for visual clarity.


Chips Low: 0.0

Chips Low: 0.5

Chips Low: 0.9

Move the slider to see the example renders.






Example: Middle



The Dots examples below use Size: 0.25, Spread: 0.5, and Density: 1.5. The Edge Color is blue for visual clarity.


Dots Middle: 0.0

Dots Middle: 0.5

Dots Middle: 1.0

Move the slider to see the example renders.

The Chips examples below use Size: 1.0, Spread: 0.75, and Density: 3.0. The Edge Color is blue for visual clarity.


Chips Middle: 0.0

Chips Middle: 0.5

Chips Middle: 1.0

Move the slider to see the example renders.





Example: High



The Dots examples below use Size: 0.25, Spread: 0.5, and Density: 1.5. The Edge Color is blue for visual clarity.


Dots High: 0.0

Dots High: 0.75

Dots High: 1.0

Move the slider to see the example renders.

The Chips examples below use Size: 1.0, Spread: 0.75, and Density: 3.0. The Edge Color is blue for visual clarity.


Chips High: 0.0

Chips High: 0.75

Chips High: 1.0

Move the slider to see the example renders.





Example: Fractal Iterations



The Dots examples below use Size: 0.25, Spread: 0.5, and Density: 1.5.


Fractal not enabled

 Fractal Iterations: 1.75

 Fractal Iterations: 3.0

Move the slider to see the example renders.

The Chips examples below use Size: 1.0, Spread: 0.75, and Density: 3.0.


Fractal not enabled

Fractal Iterations: 1.75

 Fractal Iterations: 3.0

Move the slider to see the example renders.





Example: Fractal Roughness



The Dots examples below use Size: 0.25, Spread: 0.5, Density: 1.5, and Fractal Iterations: 3.0.


Fractal Roughness: 0.0

Fractal Roughness: 0.5

 Fractal Roughness: 0.9

Move the slider to see the example renders.




The Chips examples below use Size: 1.0, Spread: 0.75, Density: 3.0, and Fractal Iterations: 3.0.


 Fractal Roughness: 0.0

 Fractal Roughness: 0.5

 Fractal Roughness: 0.9

Move the slider to see the example renders.