| Texture | Advanced
Category: Texture
Shader Family: Texture
Output: Color
Generates an organic cell-like texture. The texture is comprised of two color inputs. You can also define a texture for each.
You also have complete control in mapping the texture over an object's surface.
Use the Cell texture to control the weight parameter of a mix2color shader.
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The shader's name. Enter any name you like, or leave the default.
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Texture
Cell Colors
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Defines the first color to use in the cell pattern
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Defines the second color to use in the cell pattern
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Alpha
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Multiplies the RGB channels with the alpha channel by the factor define in the Alpha Strength parameter.
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Determines the factor by which the Alpha is multiplied with the RGB channels.
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Bump Mapping
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Switches bump mapping on or off.
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Defines how "bumpy" the bump map will be. A negative value inverts the bump inward; a positive bump map factor bumps outward.
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Uses the texture's alpha channel to achieve a bump map.
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Advanced
Bump Mapping
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Controls the U, V, and Z steps of a bump map. Use this parameter to "smooth" bumps or make them more jagged.
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Alternate
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Specifies whether every other copy of the repetition should be reversed so that the successive copies of the texture are alternated.
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Repeats
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Contains the repetition factor in X,Y, and Z. A value of 2, for example, shrinks the texture so that it fits twice in a [0..1]
interval.
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UV Remap
Minimum, Maximum
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Determines the remapping of the texture image. For a 2D image, only X and Y are used.
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Render Tree Usage
Color parameters can be connected to other textures or image processing shaders. A texture's scalar parameters can be altered
to create interesting effects by applying Texture Generator shaders to them. For example, the Bump factor can be controlled
with the Turbulence Texture Generator shader.
A texture shader has limitless capabilities in a render tree. It can texture an object, be used as a camera or light projection,
define bump or displacement maps, or be blended with any number of other textures to create any effect.