View & accessibility
Thumbnails
Motion
Bforartists
5.1
Editors

Add Menu - Texture

Texture nodes.

8
 min read
Up to date for 
5.1
draft

Add menu - Texture

Add menu - Texture
Add menu - Texture

Texture nodes.

Brick Texture

Brick Texture

The Brick Texture node is used to add a procedural brick texture.

EntryWhat it does
InputsColor 1, Color 2 and Mortar: Color of the bricks and mortar. · Scale: Overall texture scale. · Mortar Size: The size of the filling between the bricks known as “mortar”; 0 means no mortar. · Mortar Smooth: Blurs/softens the edge between the mortar and the bricks. This can be useful with a texture and displacement textures. · Bias: The color variation between Color 1/2. Values of -1 and 1 only use one of the two colors; values in between mix the colors. · Brick Width: The width of the bricks. · Row Height: The height of the brick rows.
PropertiesOffset: Determines the brick offset of the various rows. · Frequency: Determines the offset frequency. A value of 2 gives an even/uneven pattern of rows. · Squash: Amount of brick squashing. · Frequency: Brick squashing frequency.
OutputsColor: Texture color output. · Factor: Mortar mask (1 = mortar).

Checker Texture

Checker Texture

Adds a checker texture.

EntryWhat it does
InputsVector: Vector input. · Color 1: The first checker color. · Color 2: The second checker color. · Scale: The scale of the checker texture.
OutputColor: The checker texture output. · Factor: Factor output.

Gabor Texture

Gabor Texture

Adds a Gabor texture.

Properties

2D Mode

Uses the X Y vector. Z value is ignored.

EntryWhat it does
VectorVector input.
ScaleThe scale of the gabor noise.
FrequencyThe rate at which the gabor noise changes across space. The scale is global, the frequency relative to the current noise direction.
AnisotrophyThe directionality of gabor noise. A value of 1 is completely directional, while a value of 0 is omnidirectional.
OrientationThe direction of the anisotropic gabor noise. It is an angle, since it is 2d.
3D Mode
3D Mode
EntryWhat it does
ScaleThe scale of the gabor noise.
FrequencyThe rate at which the gabor noise changes across space. The scale is global, the frequency relative to the current noise direction.
AnisotrophyThe directionality of gabor noise. A value of 1 is completely directional, while a value of 0 is omnidirectional.
OrientationThe direction of the anisotropic gabor noise. It is oriented in the 3d space. And can be adjusted with the 3d widget.

Output

EntryWhat it does
ValueThe sum of gabor phase and intensity.
PhaseThe gabor phase.
IntensityThe gabor intensity.

Gradient Texture

Gradient Texture

Add a gradient texture.

Inputs

Vector

Vector input.

Properties

Gradient Type
Gradient Type

What gradient type to use.

Output

EntryWhat it does
FactorFactor output.
ColorColor output.

Image Texture

Image Texture

The Image Texture is used to add an image file as a texture.

Inputs

Image

The Image input. Open an image, choose an existing image, or generate a new image.

When you click at Open then a file browser opens up. When you click at New then a popup dialog opens. up where you can create a new image.

Image Browser
Image Browser

The image browser at the left allows you to pick an already existing texture.

EntryWhat it does
New/OpenCreate a new image, or open an image.
Image Edit BoxThe name of the image.
Fake UserKeep the texture in the blend file even if it is not used.
New Image
New Image

Create a new image.

The settings of this image can be further adjusted in the sidebar of the UV Editor.

EntryWhat it does
Open ImageOpen an image.
RemoveRemove the image. Note that it is still in the blend file as long as it has users, and as long as you haven't purged it. By saving and reloading the blend file for example.
EntryWhat it does
VectorTexture coordinate for texture look-up. If this socket is left unconnected, UV coordinates from the active UV render layer are used.
FrameThe frame of an image sequence, if available.

Properties

Interpolation
Interpolation

Method to scale images up or down for rendering.

EntryWhat it does
LinearRegular quality interpolation.
ClosestNo interpolation, use only closest pixel for rendering pixel art.
CubicSmoother, better quality interpolation. For bump maps this should be used to get best results.
Extension
Extension

Extension defines how the image is extrapolated past the original bounds:

EntryWhat it does
RepeatWill repeat the image horizontally and vertically giving tiled-looking result.
ExtendWill extend the image by repeating pixels on its edges.
ClipClip to the original image size and set all the exterior pixels values to transparent black.
MirrorFlip the image horizontally and vertically repeatedly.

Outputs

EntryWhat it does
ColorRGB color from image. If the image has alpha, the color is premultiplied with alpha if the Alpha output is used, and unpremultiplied or straight if the Alpha output is not used.
AlphaAlpha channel from image.

Magic Texture

Magic Texture

The Magic Texture node is used to add a procedural psychedelic color texture.

EntryWhat it does
InputsVector: Texture coordinate to sample texture at; defaults to Generated texture coordinates if the socket is left unconnected. · Scale: Scale of the texture. · Distortion: Amount of distortion.
PropertiesDepth: Number of iterations.
OutputsColor: Texture color output. · Factor: Texture intensity output.

Noise Texture

The Noise Texture node evaluates a fractal Perlin noise at the input texture coordinates. This nodes allows great control over how noise octaves are combined.

Noise Texture

Inputs

The inputs are dynamic, they become available if needed depending on the node properties.

EntryWhat it does
VectorTexture coordinate to evaluate the noise at; defaults to Generated texture coordinates if the socket is left unconnected.
NormalizeNormalize the output to the 0 - 1 range. · W: Texture coordinate to evaluate the noise at. Appears with 4 dimensions. · Scale: Scale of the base noise octave. · Detail: Number of noise octaves. The fractional part of the input is multiplied by the magnitude of the highest octave. Higher number of octaves corresponds to a higher render time. · Roughness: Adds a roughness noise. · Lacunarity: The scale of a perlin noise octave relative to the perlin noise octave from the previous octave. · Offset: An added offset to each octave, determines the level where the highest octave will appear. · Gain: An extra multiplier to tune the magnitude of octaves. · Distortion: Amount of distortion.

Properties

Dimensions
Dimensions

The dimensions of the space to evaluate the noise in.

EntryWhat it does
1DEvaluate the noise in 1D space at the input W.
2DEvaluate the noise in 2D space at the input Vector. The Z component is ignored.
3DEvaluate the noise in 3D space at the input Vector.
4DEvaluate the noise in 4D space at the input Vector and the input W as the fourth dimension.
Type
Type

Type of the perlin noise texture.

EntryWhat it does
MultifractalThe result is more uneven (varies with location), more similar to a real terrain. Uses a multiplicative cascade.
Ridged MultifractalCreates sharp peaks. Calculates the absolute value of the noise, creating “canyons”, and then flips the surface upside down.
Hybrid MultifractalCreates peaks and valleys with different roughness values, like real mountains rise out of flat plains. Combines the additive cascade with a multiplicative cascade.
fBM (fractal Brownian Motion)Produces an unnatural homogeneous and isotropic result. Uses an additive cascade, the values are simply added together.
Hetero Terrain (Heterogeneous Terrain)Similar to Hybrid Multifractal creates a heterogeneous terrain, but with the likeness of river channels.

Outputs

EntryWhat it does
FactorValue of fractal noise.
ColorColor with different fractal noise in each component.

Voronoi Texture

Voronoi Texture

Add a voronoi texture.

Inputs

EntryWhat it does
VectorVector input.
WThe value w scale in 4 dimensions.
ScaleThe scale of the voronoi texture.
DetailThe number ovf voronoi layers.
RoughnessThe influence of the voronoi layer relative to the previous layer.
LacunacyThe scale of the voronoi layer relative to the previous layer.
SmoothnessSmoothness of Smooth F1
RandomnessThe detail of the voronoi texture.

Properties

Dimensions
Dimensions

How many dimensions to use for the voronoi texture.

Feature Output
Feature Output

Feature output mode.

EntryWhat it does
F1Computes the distance to the closest point as well as its position and color.
F2Computes the distance to the second closest point as well as its position and color.
Smooth F1Smoothed version of F1.Weighted sum of neighbor voronoi cells.
Distance to EdgeComputes the distance to the edge of the voronoi cell.
N-Sphere RadiusComputes the radius of the n-sphere inscribed in the voronoi cell.
Distance Metric
Distance Metric

Distance calculation mode. The modes are different mathematical methods.

Normalize

Normalize the output distance to the 0.0 - 1.0 range.

Output

EntryWhat it does
FactorFactor output.
ColorColor output.

Wave Texture

Wave Texture

The Wave Texture node adds procedural bands or rings with noise distortion.

Inputs

EntryWhat it does
VectorTexture coordinate to sample texture at; defaults to Generated texture coordinates if the socket is left unconnected.
ScaleOverall texture scale.
DistortionAmount of distortion of the wave (similar to the Marble texture in Blender Internal).
DetailAmount of distortion noise detail.
Detail ScaleScale of distortion noise.
Detail RoughnessAdds a roughness noise.
Phase OffsetSet an offset for the phase.

Properties

Wave Type
Wave Type

Bands or Rings shaped waves.

Bands direction
Bands direction

In which direction the bands should point.

Wave Profile

Wave Profile

Controls the shape and look of the wave type.

EntryWhat it does
SawUses a saw tooth profile.
SineUses the standard sine profile.
TriangleUses a triangle shape.

Outputs

EntryWhat it does
ColorTexture color output.
FactorTexture intensity output.

White Noise Texture

White Noise Texture

Add a white noise texture.

Inputs

Vector

Vector input.

Properties

Dimensions
Dimensions

What gradient type to use.

Output

EntryWhat it does
VectorFactor output.
ColorColor output.