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Checkerboard Procedural


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Cellular Default

The Checker texture uses two colors or values and creates a pattern of alternating squares that resembles a Checker board. By changing the Transition Width, Bias and Gain, users may also create a variety of checkered and diamond like shapes. Additionally, as a procedurally created texture, mathematically generated at render-time, the Checker texture has no fixed resolution, and can be magnified nearly infinitely with no visual loss in detail.
For information regarding adding and working with Shader Tree Items Layers, please reference the Shader Tree page of the documentation.

Cellular Texture PanelLayer--

Enable: Toggles the effect of the layer on and off, duplicating the functionality of toggling visibility in the Shader Tree. When un-checked (disabled), the layer has no effect on the shading of the scene. However, disabled layers are saved with the scene and are persistent across modo sessions.

Invert: Inverts the RGB values for the layer producing a negative effect.

Blend Mode: Affects blending between different layers of the same effect type, allowing user the ability to stack several layers for different effects. For more on blending, please reference the 'Blend Modes' page of the documentation.

Opacity: Changes the transparency of the current layer. Reducing this values will increasingly reveal lower layers in the shader tree if present, or dim the effect of the layer itself on the surface.

Locator: Most texture layers also have an associated 'Texture Locator' that is automatically created in the 'Item List'. This defines the mapping of the texture (way the texture is applied) to the surface. The 'Locator' option sets that association. Users can choose alternate locators, however, the need to do so will be very rare; still, there are some possible instances where users may want multiple texture items to share a single locator.

Checker--

Color 1: Determines the color of the texture on the first set of alternating squares. This color will ramp to 'Color '2 based on the transition Width. The 'Alpha' value determines the level of transparency.

Color 2: Determines the color of the texture on the second set of alternating squares. The 'Alpha' value determines the level of transparency.

Type: The Type popup allows you to quickly change between the styles of Check texture. The options are 'Square' and 'Cubic' and determine the method of projection.
Square-- Projects the checkered grid from a single Axis (which can be defined in the 'Texture Locator').
Cubic-- Projects the checker grid from all three axes (which likely looks odd on curved surfaces as the edges interact with each other)


Type Square
 
Type Cubic

Transition Width: This value controls the amount of gradient falloff across each of the texture edges. Driving this value over 100% can also yield interesting effects.


Transition Width 0%
 
Transition Width 25%
 
Transition Width 50%
 
Transition Width 75%
 
Transition Width 100%

Bias: Increasing this value will cause the texture to favor the first color or value over the other, whereas decreasing the value causes the secondary color or value to be favored. This value is dependant on the 'Transition Width' as it works across the gray tones of the image.


Bias 0%
 
Bias 25%
 
Bias 50%
 
Bias 75%
 
Bias 100%

Gain: The Gain setting is similar to a gamma control that effects the falloff of the gradient ramp between the two color values. Setting the Gain to 100% will create a very sharp falloff effect whereas setting the value to 0% would create a plateau around the value or color mid-point with sharp falloff on either extreme of the gradient. This value is dependant on the 'Transition Width' as it works across the gray tones of the image.


Gain 0%
 
Gain 25%
 
Gain 50%
 
Gain 75%
 
Gain 100%

 

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