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V-Ray for SketchUp

Cellular

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

Last updated 1 September 2026

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

Overview

The Cellular texture creates a procedural texture that mimics closely packed cells.

UI Paths

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

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

Parameters

Color Center – Controls the color of the center of the cells. If a texture is selected, it overrides the color as long as the texture checkbox is enabled.

Color Edge – Controls the color of the edges of the cells in the Cellular procedural texture. If a texture is selected, it overrides the color as long as the texture checkbox is enabled.

Color Background – Controls the color of the background of the Cellular procedural texture. If a texture is selected, it overrides the color as long as the texture checkbox is enabled.

Type – Specifies the type of Cellular texture.

Dots
Chips
Cells
Chess cells
Plasma

Size – Controls the size of the Cellular procedural texture

Density – Controls the Density of the Cellular texture.

Spread – Controls the spread of the procedural Cellular texture.

Fractal

Fractal – Enables or disables the usage of fractal patterns in the creation of the procedural texture.

Fractal Iterations – Specifies the number of iterations for the fractal pattern.

Fractal Roughness – Specifies the amount of roughness in the fractal pattern.

Levels

Low – Specifies the low threshold.

Mid –Specifies the middle threshold.

High – Specifies the high threshold.

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 in 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 Center – Blends between a color and a texture, if specified.

Color Edge – Blends between a color and a texture, if specified.

Color Background – 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.
3D (Object Space) – Places the texture based on the local object coordinates independent of the object UVs.
3D (World Space) – Places the texture based on the world coordinates independent of the object UVs
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

3D (Object Space)

Repeat X/Y/Z – Determines how many times the texture is repeated along the X/Y/Z axis.

Lock U/V Repeat – Locks the X/Y/Z repeat.

Offset X/Y/Z – Controls the texture offset in the X/Y/Z direction.

Rotate X/Y/Z – Rotates the texture around the X/Y/Z axis.

VRay7.4.2_TexturePlacement_3DObject.png

3D (Object Space) Parameters

3D (World Space)

Repeat X/Y/Z – Determines how many times the texture is repeated along the X/Y/Z axis.

Lock U/V Repeat – Locks the X/Y/Z repeat.

Offset X/Y/Z – Controls the texture offset in the X/Y/Z direction.

Rotate X/Y/Z – Rotates the texture around the X/Y/Z axis.

VRay7.4.2_TexturePlacement_3DWorld.png

3D (World Space) 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