| Texture | Checkerboard | Advanced | Render Tree Usage
Category: Texture
Shader Family: Texture
Output: Color
Creates a checkerboard pattern with definable colors and XYZ positions.
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The shader's name. Enter any name you like, or leave the default.
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Texture
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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Checkerboard
Colors
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Defines the color for the first of the checkerboard's alternating squares.
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Defines the color for the second of the checkerboard's alternating squares.
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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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Position
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Defines the size of each checkered row and column in the X, Y, and Z directions.
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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
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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 size of the checkers can be
controlled with the Fractal 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.