LuxCoreRender Textures Lux
In addition to the Blender Textures, LuxCoreRender support a number of its own procedural textures. These also include special textures for mixing or altering other textures.
Procedural Types
Add
- Output value: float or color
The Add texture mixes two textures by adding the color/grey scale values together. For example, if the same area in both textures uses the color value 0.4 (grey), the resulting color will be 0.8 (white) in that area.
Band
- Output value: float, color or fresnel
Band allows for a gradient to be generated using "stops" which can be colors/floats or textures. The "mix amount" value defines where on the gradient the texture's final output value will be taken. You can use blender_blend from 0-1 on the mix amount to output the entire gradient.
To understand this texture, it may help to think of the regular mix texture as a gradient editor as well. Mix would be like a gradient editor that can only have 2 stops, which are stuck at either end of the gradient. Band, however, allows however many stops you want, placed wherever you want. Either way, you sample a single point on the gradient. So texturing mix amounts allows you to change which point is sampled depending on the location on the texture.
Bilerp
- Output value: float, color or fresnel
The bilerp texture takes four colors as input and interpolates the colors in between. It can use uv, planar, cylindrical and spherical mapping.
Brick
- Output value: float or color
The brick texture generates a 3D projection of a tiled brick-and-mortar pattern.
The parameters can be changed to simulate a variety of common brick and tile installations that have a repeating pattern.
Note: it does not cross corners or handle curved surfaces in a realistic way.
Parameters
- Bond type: choice of 7 patterns: chain link, basket, herringbone, english, flemish, stacked, running
- 5 wall patterns
- chain link, english, flemish, stacked, running
- show on the object's x-by-z faces by default (results dependent on object or global selected in Texture Transform coordinates).
- use Texture Transform, Object Coords, Rotate to move the texture to the desired object face
- 3 floor patterns
- herringbone, basket, stacked
- show on the object's x-by-y faces by default (results dependent on object or global selected in Texture Transform coordinates).
- use Texture Transform, Object Coords, Rotate to move the texture to the desired object face
- 5 wall patterns
- Width: length of brick (longest edge of brick by default)
- Height: row size of brick (stacking height per brick)
- Depth: size of brick face that is covered when stacked (buried inside the surface)
- Mortar size: width of mortar line between bricks
- Bevel: ?
- brickrun: amount of linear offset down the row between adjacent rows
- only works for running, english, flemish
- for the correct pattern, flemish brickrun must be 0.75
- bricktex: color or texture of exposed brick face
- brickmodtex: modulation texture of brick face--sampled randomly for each brick to pick a color that will modify bricktex--use it to break up color uniformity by creating a field of bricks with varying shades or colors
- mortartex: color or texture of exposed mortar lines
Checkerboard
- Output value: float or color
This texture generates a two- or three-dimensional checkerboard pattern.
Parameters
- 2d/3d: switches between the two- and threedimensional patterns
- closedform/supersample: anti aliasing algorithms for the 2d pattern
- uv: base the pattern on the object's uv texture mapping
- cylindrical: use a cylindrical projection (2d pattern)
- spherical: use a spherical projection (2d pattern)
- planar: use a planar projection (2d pattern)
- Ud/Vd: offset values for the planar projection
Cloud
- Output value: float only
This texture creates a 3D volumetric cloud.
Parameters
- radius: overall cloud radius inside the base cube
- noisescale: strength of the noise
- turbulence: size of the noise displacement
- sharpness: noise sharpness - increase for more spikey appearance
- noiseoffset: offset value for noise pattern
- numspheres: count of spheres for cumulus cloud generation
- octaves: the range of noise frequencies - higher values create more *omega: the amount of noise per octave
- variability: amount of extra noise
- baseflatness: the strength of the flattening effect on the bottom of the cloud
- spheresize: size of spheres for cumulus cloud generation
Dots
- Output value: float only
This texture creates a grid of dots, each of which has a 50% chance of being displayed. Parameters
- uv: base the pattern on the object's uv texture mapping
- cylindrical: use a cylindrical projection
- spherical: use a spherical projection
- planar: use a planar projection
- ud/vd: offset values for the planar projection
FBm
- Output value: float only
The FBm (fractal Brownian motion) texture generates fractal noise, which is very suitable for use as a bump map. Parameters
- roughness: the noise roughness - low values generate smooth shapes, higher values add detail
- octaves: the range of noise frequencies - higher values create more detailed patterns
Harlequin
- Output value: color only
This texture assigns a color to each face, which can be useful for checking mesh subdivisions.
Marble
- Output value: color only
The marble texture generates a marble pattern by distorting a layer pattern.
Parameters
- octaves: the range of noise frequencies
- roughness: the amount of noise
- noisescale: the scale of the noise
- variation: additional variation in the pattern by offsetting through the marble layers
Mix
- Output value: float, color or fresnel
The mix texture mixes textures by taking the average of their color values. The proportion between the two source textures can be defined by the user.
Scale
- Output value: float or color
The scale texture mixes textures by multiplying their color values, where black is zero and white is one.
UV
- Output value: color only
The UV procedural texture is intended to clearly display UV mapping. A red gradient is used for the U direction, while a green gradient indicates the V direction.
Windy
- Output value: float only
The windy (or windy waves) texture is intended as a bump map or displacement map for waves. It is based on the FBm material and does not have any adjustable parameters.
Wrinkled
- Output value: float only
The wrinkled texture generates turbulence noise, which is very suitable for use as a bump map. Parameters
- roughness: the noise roughness - low values generate smooth shapes, higher values add detail
- octaves: the range of noise frequencies - higher values create more detailed patterns