mib_texture_checkerboard

 
 
 

Category: mental ray > Texture

Shader Family: Texture

Output: Color

This shader divides the unit cube into eight subcubes, each with a separate RGBA color. The width of the left, bottom, and front part is programmable, allowing you to use this shader for generating stripes and two- or three-dimensional checkerboards. This function is also useful for preview shaderball scenes.

See Texture Shaders for more information.

Name

The name of the shader node displayed in the render tree. Enter any name you like, or leave the default.

coord

The XYZ coordinate for texturing.

xsize, ysize, zsize

Specifies the fraction of the left (xsize), bottom (ysize), and front (zsize) half of the cube in each direction, in the range [0, 1].

color***

Specifies the colors of the subcubes. The three digits stand for the XYZ coordinates: 000 is front lower left, 100 is front lower right, and 111 is back upper right.