Cell

 
 
 

| 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.

Name

The shader's name. Enter any name you like, or leave the default.

Texture

Cell Type

Type

The algorithm for the pattern:

  • Legacy produces the same pattern as in versions prior to Softimage 2013.
  • Default produces the same pattern as shown in High Quality display mode.

Seed

A number used as the basis for the pattern. Change the seed value to get a different pattern.

Cell Colors

Color 1

Defines the first color to use in the cell pattern.

Color 2

Defines the second color to use in the cell pattern.

Alpha

Copy Alpha to RGB

Multiplies the RGB channels with the alpha channel by the factor define in the Alpha Strength parameter.

Alpha Strength

Determines the factor by which the Alpha is multiplied with the RGB channels.

Texture Space

Selects the texture projection to use. See Specifying a Texture Projection.

Bump Mapping

Enable

Switches bump mapping on or off.

Bump Map Factor

Defines how "bumpy" the bump map will be. A negative value inverts the bump inward; a positive bump map factor bumps outward.

Use Alpha

Uses the texture's alpha channel to achieve a bump map.

Advanced

Bump Mapping

Step

Controls the U, V, and Z steps of a bump map. Use this parameter to "smooth" bumps or make them more jagged.

Alternate

U, V, Z

Specifies whether every other copy of the repetition should be reversed so that the successive copies of the texture are alternated.

Repeats

Texture Repeats

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.

UV Remap

Minimum, Maximum

Determines the remapping of the texture image. For a 2D image, only X and Y are used.

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.

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