Simulates granite.
Find this texture in the Create tab. To apply this texture as a texture map, see Map a 2D or 3D texture.
- 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
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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
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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
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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
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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
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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
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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
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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
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Creates boundaries between cells. If off, the cells diffuse uniformly into each other. Creases is on by default.