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.