Granite
 
 
 

Simulates granite.

Find this texture in the Create bar. To apply this texture as a texture map, see Map a 2D or 3D texture.

Tip
  • The Granite texture is the same as the Leather texture except that there are three cell colors instead of one.
  • The Granite texture can take a long time to render. To save time when rendering, convert the granite texture into an image file (see Baking illumination and color).
Color1, Color2, Color3, Filler Color

The color of the three different types of cells (Color1, Color2, Color3) and the color surrounding the cells (Filler Color). Click any of these color bars to select a different color from the Color Chooser.

Cell Size

Represents the individual cell size. This value scales the entire texture. The valid range is 0 to infinity. The slider range is 0 to 1. The default is 0.15.

Density

Controls the cell spacing. The valid range is 0 to infinity. The slider range is 0 to 1 (fully packed). The default is 1.

Mix Ratio

Determines which color is dominant. The range is 0 (Color1 is dominant) to 1 (Color3 is dominant). The default is 0.5 (Color2 is dominant).

Spottyness

Randomizes the cell color intensity. The range is 0 to infinity. The slider range is 0 to 1. At 0 all cells have the same intensity. At 1 the cell intensity is entirely random. The default is 0.3. The Threshold value also influences the cell color intensity.

Randomness

Randomizes the cell position. The valid range is 0 to infinity. The slider range is 0 to 1. At 0 cells are arranged in a regular 3D lattice. At 1, cell location is entirely random. The default value is 1.

Threshold

Controls how cell colors and filler color mix into each other. The valid range is 0 to infinity. The slider range is 0 to 1 (if no mixing occurs, cells display as solid color dots). The default value is 0.5.

Creases

Creates boundaries between cells. If off, the cells diffuse uniformly into each other. Creases is on by default.