Value > MAXWrapper > Material > TextureMap > Cellular |
Assigns a map to the cells, rather than a solid color.
When off, disables the map (cell color reverts to celcolor ).
Varies the color of the cells by randomly altering RGB values.
The higher the variation, the greater the random effect.
This percentage value can range from 0 to 100.
At 0, the color swatch or the map completely determines the cell color.
The color of the first cell division.
Assigns a map to the first cell division.
When on, enables the first cell division map.
When off, disables the associated map (the division color reverts to divcolor1 ).
The color of the second cell division.
Assigns a map to the second cell division.
When on, enables the second cell division map.
When off, disables the associated map (the division color reverts to divcolor2 ).
Sets the shape and size of the cells:
0- Circular (This gives a more organic, or bubbly look.)
1- Chips (With Chips, the cells have linear edges. This gives a more chipped or mosaic appearance.)
Alters the overall scale of the map. Adjust this value to fit the map to your geometry.
Alters the size of individual cells.
When you use a cellular map as a bump map, you might encounter aliasing or jagginess at the boundaries of the cells. If this occurs, increase this value.
When on, makes the cellular pattern a fractal pattern.
Sets the number of times the fractal function is applied.
Caution: Increasing this value increases rendering time.
When on, the number of fractal iterations is set adaptively.
That is, the number of iterations increases the closer the geometry is to the scene’s point of view, and decreases in the distance.
This reduces aliasing and also saves time while rendering.
When you use the Cellular map as a bump map, this parameter controls how rough the bumps are.
When Roughness is zero, each iteration is half the strength of the previous iteration, and half the size.
As Roughness increases, each iteration is closer in strength and size to the previous iteration.
When Roughness is at its maximum value of 1.0, each iteration is the same size and strength as the previous. In effect, this turns off the fractalization.
Roughness has no effect unless Iterations is greater than 1.0.
<Cellular>.midthresh Float default: 0.5 -- animatable, alias: Mid
<Cellular>.highthresh Float default: 1.0 -- animatable, alias: High
These controls affect the relative size of cells and divisions.
They are expressed as normalized percentages (0 to 1) of the sizes specified by the default algorithm.
lowthresh: Adjusts the size of the cells. Default=0.0.
midthresh: Adjusts the size of the first division color, relative to the second. Default=0.5.
highthresh: Adjusts the overall size of divisions. Default=1.0.
See StandardXYZGen for the StandardXYZGen properties.
See TexOutputClass for the StandardTextureOutput properties.