8

Cellular Map 1473
Inter face
Sour ce—Chooses the coordinate system to use.
There are four options:
Object XY Z—Uses the object’s local coordinate
system.
Worl d XYZ—Uses the scene’s world coordinate
system.
Explicit Map Channel—Activates the Map
Channel field. You can choose any channel
from 1 to 99.
Ver tex Color Channel—Assigns vertex colors as
achannel.See
Editable Mesh (page 1–984)
for
details on assigning vertex color.
See also
Vertex Color Map (page 2–1503)
.
When one of the map channels is set, it locks the
map into position on the vertices of the o bject so
that the map "sticks" to the object as it defor ms
during animation.
Whenanobjectisdeformingthroughitsown
local space (for example, when it is bending or
tw isting), the object app ears to move through
the map, because it p asses through the XYZ
coordinates of the 3D texture.
Ma p Channel—Unavailable unless the source is
Explicit Map Channel. When available, you can
choose any channel f rom 1 to 99.
Offset—Moves the map pattern along the specified
axis.
Tiling—
Tiles (page 3–1116)
the map pattern along
the specified axis and makes the pattern narrower.
Angle—Rotates the map pattern along the specified
axis.
Blur—Affectsthesharpnessorblurrinessofthe
map based on its distance f rom the view. The
far t her away the map is, the greater the blurr i ng.
TheBlurvalueblursmapsinworldspace.Bluris
primarily used to a void
aliasing (page 3–1001)
.
Blur Offset—Affectsthesharpnessorblurrinessof
the map without regard to its distance from the
view. Blur Offset blurs the image itself in object
space. Use when you want to soften or defocus the
details in a map to achieve the effect of a blurred
image.
Cellular Map
Material Editor > Maps rollout > Click a Map button. >
Material/M ap Browser > Cellular
Cellular maps create the goblet tex tures.
Cellular map is a procedural map that generates a
patternthatsusefulforavarietyofvisualeffects,
including mosaic tiling, pebbled surfaces, and
even ocean surfaces.
Tip: TheMaterialEditorsampleslotdoesntshow
the cellular effect very clearly. Assigning t he map
to geometry and rendering the scene will help you
get the effect y ou want.