Cellular Noise#
(TextureCellularNoise)
- Category:
/Texture/Procedural
- Default object name:
cellular_noise
Description#
Cell-like noise pattern based on Worley noise.
Attributes#
Name | Type | Description |
---|---|---|
Pass Through | bool |
If checked, the current texture is not evaluated and the value of the attribute selected in Pass Through Attribute is directly forwarded. |
Master Input | string |
Name of the attribute that will be used as output if Pass Through is enabled. |
Invert | bool |
If checked, the texture is inverted. |
Opacity | double |
Set the opacity of the texture. |
Projection | long |
Define the projection used to evaluate the texture. |
Space | long |
Define whether the texture is evaluated in 2D or 3D. In 2D space, the texture is stretched along the projection axis whereas in 3D space all components are used. |
Axis | long |
Define the projection axis. |
Uv Slot | reference (UvSlot ) |
Define which UV slot is used when the project mode is set to UV. |
Object Space | long |
Set the space in which the object must be considered when computing the projection. |
Reference Positions | string |
Set the name of the property that contains reference positions of the geometry that have to be used when computing projections. |
Uv Property | string |
Set the name of the property that contains uv's of the geometry that have to be used when computing projections. |
Camera | reference (Camera ) |
Define which camera is used when the texture is in Camera projection mode. |
Camera Occlusion | bool |
When on the texture looks for potential occluder between the sample position and the camera. If no occluder is found the sample gets mapped. |
Camera Occluders | reference (Group ) |
Define which geometries are occluders when camera occlusion is enabled. By default it uses the 3D layer geometries. |
Reference Object | reference (SceneItem ) |
If an object is selected, the texture will use the object's transformation matrix to compute the texture coordinates. |
Projection Translate | double[3] |
Offset the position of the projection. Enable with Planar, Cylindrical, Spherical, Cubic. |
Projection Rotate | double[3] |
Offset the rotation of the projection. Enable with Planar, Cylindrical, Spherical, Cubic. |
Projection Scale | double[3] |
Offset the scaling of the projection. Enable with Planar, Cylindrical, Spherical, Cubic. |
Fit To Bounding Box | action |
|
Uv Translate | double[3] |
Offset the UV by the specified values in UVW space. |
Uv Rotate | double[3] |
Rotate the UV by the specified values in UVW space. |
Uv Scale | double[3] |
Scale the UV by the specified values in UVW space. |
Cell Color | double[3] |
Define the color of the cell. |
Border Color | double[3] |
Define the color of the border. |
Pattern | long |
Define the pattern to be used. |
Jitter | double[3] |
Define the jitterness of the pattern. If no jitter is set, all cells are aligned to a grid. |
Frequency | double[3] |
Define the scale of the pattern indenpendently from texture projection. |
Border Mode | long |
Define how the cell borders are computed. |
Border Amount | double |
Define how the borders are bleeding into the cell. |
Border Size | double |
Define how much border is getting inside the cell. |