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				Related nodes. Attributes. 
 The Leather texture can be used to simulate a wide range
 of reptile and animal hides.  Used as a bump map it can simulate
 anything from fine-grained concrete to cobblestones.  The texture
 itself consists of a collection of spheres (also called cells)
 suspended in a medium.
 You get the best animal-skin effect by using Leather both as a
 color and a bump map.
 Aside from the attributes listed here, Leather inherits many
 attributes from Texture3d.
 In the table below, important attributes have their names
 shown in bold in the Description column.
| Node name | Parents | Classification | MFn type | Compatible function sets | 
|---|
| leather | texture3d | texture/3d:drawdb/shader/texture/3d/leather | kLeather | kBase kNamedObject
 kDependencyNode
 kTexture3d
 kLeather
 | 
Related nodes
layeredTexture, envCube, envSphere, envSky, envBall, envChrome, bump3d, uvChooser, bump2d, texture2d, ramp, file, cloth, water, stencil, checker, fractal, bulge, grid, mountain, texture3d, projection, cloud, granite, crater, stucco, brownian, solidFractal, marble, wood, rock, snow, defaultTextureList, place2dTexture, place3dTexture
Attributes (22)
cellColor, cellColorB, cellColorG, cellColorR, cellSize, creaseColor, creaseColorB, creaseColorG, creaseColorR, creases, density, randomness, refPointCamera, refPointCameraX, refPointCameraY, refPointCameraZ, refPointObj, refPointObjX, refPointObjY, refPointObjZ, spottyness, threshold
| Long name (short name) | Type | Default | Flags | 
|---|
|  | 
| cellColor(ce) | float3 | 0.373, 0.157, 0.059 |     | 
|
| |  |  | cellColorR(cer) | float | 0.0 |      |  |
 | 
| |  |  | cellColorG(ceg) | float | 0.0 |      |  |
 | 
| |  |  | cellColorB(ceb) | float | 0.0 |      |  |
 | 
|  | 
| cellSize(cs) | float | 0.5 |      | 
|
|  | 
| creaseColor(cr) | float3 | 0.235, 0.118, 0.0 |     | 
|
| |  |  | creaseColorR(crr) | float | 0.0 |      |  |
 | 
| |  |  | creaseColorG(crg) | float | 0.0 |      |  |
 | 
| |  |  | creaseColorB(crb) | float | 0.0 |      |  |
 | 
|  | 
| creases(c) | bool | true |      | 
|
|  | 
| density(d) | float | 1.0 |      | 
|
|  | 
| randomness(r) | float | 0.5 |      | 
|
|  | 
| refPointCamera(rpc) | float3 | 0.0, 0.0, 0.0 |     | 
|
| |  |  | refPointCameraX(rcx) | float | 0.0 |     |  |
 | 
| |  |  | refPointCameraY(rcy) | float | 0.0 |     |  |
 | 
| |  |  | refPointCameraZ(rcz) | float | 0.0 |     |  |
 | 
|  | 
| refPointObj(rpo) | float3 | 0.0, 0.0, 0.0 |     | 
|
| |  |  | refPointObjX(rox) | float | 0.0 |     |  |
 | 
| |  |  | refPointObjY(roy) | float | 0.0 |     |  |
 | 
| |  |  | refPointObjZ(roz) | float | 0.0 |     |  |
 | 
|  | 
| spottyness(s) | float | 0.1 |      | 
|
|  | 
| threshold(th) | float | 0.83 |      | 
|