Shader Type: Texture Generator (Tool)
Output: Color (RGB) value
Simulates the effect of spherical cells suspended in a medium on a fixed grid. The size of the cells can be randomly distributed, and the texture can also create creases or troughs between cells instead of them blending into each other.
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Name |
The shader’s name. Enter any name you like, or leave the default. |
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Coordinates |
Defines the U, V, and Z texture coordinates of the texture. |
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Spot Color |
Defines the color of the cell/spot component of the texture. |
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Crease Color |
Defines the color that will be in between the cells/spots. |
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Threshold |
Defines the contrast between the spot and crease colors. |
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Balance |
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Cell Size |
Determines the size of the cell/spot component of the texture. |
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Density |
Controls the colors’ density. Acts much like a transparency setting. |
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Randomness |
Controls the randomness of the cells’ density, size and distribution. A value of 0 will create a repetitive, solid pattern. |
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Spotty |
When on, a spotty effect will be applied across the lattice effect, creating an uneven lattice. |
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Creases |
When on, folds or creases are applied to the individual lattice squares. |
Use this shader to drive a parameter with a texture effect anywhere in a render tree. This shader generates a texture that can be used as a color, a weight value in a mixer shader, or to drive any Surface shader parameter.
Connect a Texture Space Controller shader to drive the Coordinate value of this shader.
Autodesk Softimage v.7.5