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V-Ray for Rhino

Checker

This page provides information on the V-Ray Checker Texture.

Last updated 1 September 2026

This page provides information on the V-Ray Checker Texture.

Overview

The Checker texture map can be set to any color and generates a procedural checkerboard texture.

UI Paths

||V-Ray Asset Editor|| > Textures (right-click) > Checker

||V-Ray Asset Editor|| > Create Asset (left-click) > Textures > Checker

Parameters

Color A – Specifies a color or texture for what would usually be the white squares on the checkerboard.

Color B – Specifies a color or texture for what would usually be the black squares on the checkerboard.

Color Manipulation

Invert Texture – Inverts the RGB texture values.

Alpha from Intensity – Uses the texture RGB intensity/ luminance as alpha channel.

Color Gain – Corrects the color of the texture by multiplying the the RGB color values in the texture with the RGB color values specified here. When a texture is selected, it overrides the color as long as the texture checkbox is enabled.

Color Offset – Corrects the color of the texture by adding the RGB color values specified here to the RGB color values of the texture. When a texture is selected, it overrides the color as long as the texture checkbox is enabled.

Default Color – Specifies a default color used for polygons with no valid UVs. In case the map is not tiled, specifies a default color that is used outside the texture square. When a texture is selected, it overrides the color as long as the texture checkbox is enabled.

Multipliers

Mode – Specifies the multiplication mode of the colors.

Multiply – The color used for blending is black.
Blend Amount– The color used for blending is the one specified in the color slot.

Color A – Specifies blends between a color and a texture, if specified.

Color B – Specifies blends between a color and a texture, if specified.

Texture Placement

Type – Controls how the texture is positioned on the geometry.

2D (UV Channel) – The texture uses the object UV coordinates.
Environment – This mode is applicable if the map is connected to an Environment slot or a Dome light.
Texture Remapping – Uses UVW values from a color texture or separate grayscale textures.
Mapping Source – The texture uses an external UV placement source.

2D (UV Channel)

UV Channel/Set – Specifies the index of the mapping channel data to use. A value of 1 takes the first available channel.

Repeat U/V – Determines how many times the texture is repeated in the 0 to 1 UV square.

Lock U/V Repeat – Locks the U/V Repeat.

Offset U/V – Controls the texture offset in the U and V direction.

Rotate – Rotates the texture (in degrees).

Tile U/V – Tiles the texture in the U and V direction. If the option is disabled, the Default texture color is used outside the 0 to 1 UV square. Default color is found in Parameters > Color Manipulation.

Mirror U/V – Mirrors the texture in the U and V direction separately. The option cuts the texture in the half flipping one side vertically or horizontally. This can be used to avoid seams in-between non-tileable repeated textures.

VRay7.4.2_TexturePlacement_2D.png

2D (UV Channel) Parameters

Environment

Mapping – Specifies the type and shape of the texture.

Angular
Cubic
Spherical
Spherical Inverted
Mirror Ball
Screen

Rotate H – Rotates the environment sphere horizontally.

Flip H – Flips the environment sphere horizontally.

Rotate V – Rotates the environment sphere vertically.

Flip V – Flips the environment sphere vertically. This option is active only in Spherical Mapping.

Ground – Enables ground projection of the texture.

Position X/Y/Z – Offsets the ground projection along the X/Y/Z axis.
Radius – Specifies a projection radius. Can be used to control the scale of the projection.

2d Transformation – see 2D (UV channel) parameters.

VRay7.4.2_TexturePlacement_Environment.png

Environment Parameters

Texture Remapping

Mode – Determines whether a single or multiple textures should be used for U and V texture coordinates remapping.

UV – The Red input texture channel determines the U sampling coordinate. The Green input texture channel determines the V coordinate.

U – The value of this texture determines the U sampling coordinate.

V – The value of this texture determines the V sampling coordinate.

VRay7.4.2_TexturePlacement_TextureRemapping.png

Texture Remapping Parameters

Mapping Source

UV Placement Source – External UV placement source to be used for the texture placement.

VRay7.4.2_TexturePlacement_MappingSource.png

Mapping Placement Parameters