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	<title>LuxCoreRender Textures Lux - Revision history</title>
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	<updated>2026-05-07T22:08:29Z</updated>
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		<id>https://wiki.luxcorerender.org/index.php?title=LuxCoreRender_Textures_Lux&amp;diff=115&amp;oldid=prev</id>
		<title>Piita: Created page with &quot;In addition to the  Blender Textures, LuxCoreRender support a number of its own procedural textures. These also include special textures for...&quot;</title>
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		<updated>2017-12-07T17:08:58Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;In addition to the &lt;a href=&quot;/LuxCoreRender_Textures_Blender&quot; title=&quot;LuxCoreRender Textures Blender&quot;&gt; Blender Textures&lt;/a&gt;, LuxCoreRender support a number of its own procedural textures. These also include special textures for...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;In addition to the [[LuxCoreRender_Textures_Blender| Blender Textures]], LuxCoreRender support a number of its own procedural textures. These also include special textures for mixing or altering other textures.&lt;br /&gt;
&lt;br /&gt;
==Procedural Types==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Add===&lt;br /&gt;
*Output value: float or color&lt;br /&gt;
[[Image:Texture_add.jpg‎|frame|left|Add texture using a blue and an orange texture]]&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
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.    &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Band===&lt;br /&gt;
*Output value: float, color or fresnel&lt;br /&gt;
Band allows for a gradient to be generated using &amp;quot;stops&amp;quot; which can be colors/floats or textures. The &amp;quot;mix amount&amp;quot; value defines where on the gradient the texture&amp;#039;s final output value will be taken. You can use blender_blend from 0-1 on the mix amount to output the entire gradient.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Bilerp===&lt;br /&gt;
*Output value: float, color or fresnel&lt;br /&gt;
[[Image:Procedural_bilerp.png|frame|left|&amp;#039;&amp;#039;bilerp&amp;#039;&amp;#039; texture using &amp;#039;&amp;#039;uv&amp;#039;&amp;#039; and &amp;#039;&amp;#039;spherical&amp;#039;&amp;#039; mapping]]&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
The bilerp texture takes four colors as input and interpolates the colors in between. It can use uv, planar, cylindrical and spherical mapping.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Brick===&lt;br /&gt;
*Output value: float or color&lt;br /&gt;
[[Image:Bricktest.jpg|frame|left|Examples of brick textures]]&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
The brick texture generates a 3D projection of a tiled brick-and-mortar pattern.&amp;lt;br /&amp;gt;&lt;br /&gt;
The parameters can be changed to simulate a variety of common brick and tile installations that have a repeating pattern.&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;#039;&amp;#039;Note:&amp;#039;&amp;#039; it does not cross corners or handle curved surfaces in a realistic way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Parameters&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Bond type&amp;#039;&amp;#039;&amp;#039;: choice of 7 patterns: chain link, basket, herringbone, english, flemish, stacked, running&lt;br /&gt;
** 5 wall patterns&lt;br /&gt;
*** chain link, english, flemish, stacked, running&lt;br /&gt;
*** show on the object&amp;#039;s x-by-z faces by default (results dependent on object or global selected in Texture Transform coordinates).&lt;br /&gt;
*** use Texture Transform, Object Coords, Rotate to move the texture to the desired object face&lt;br /&gt;
** 3 floor patterns&lt;br /&gt;
*** herringbone, basket, stacked&lt;br /&gt;
*** show on the object&amp;#039;s x-by-y faces by default (results dependent on object or global selected in Texture Transform coordinates).&lt;br /&gt;
*** use Texture Transform, Object Coords, Rotate to move the texture to the desired object face&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Width&amp;#039;&amp;#039;&amp;#039;: length of brick (longest edge of brick by default)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Height&amp;#039;&amp;#039;&amp;#039;: row size of brick (stacking height per brick)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Depth&amp;#039;&amp;#039;&amp;#039;: size of brick face that is covered when stacked (buried inside the surface)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Mortar size&amp;#039;&amp;#039;&amp;#039;: width of mortar line between bricks&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Bevel&amp;#039;&amp;#039;&amp;#039;: ?&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;brickrun&amp;#039;&amp;#039;&amp;#039;: amount of linear offset down the row between adjacent rows&lt;br /&gt;
** only works for running, english, flemish&lt;br /&gt;
** for the correct pattern, flemish brickrun must be 0.75&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;bricktex&amp;#039;&amp;#039;&amp;#039;: color or texture of exposed brick face&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;brickmodtex&amp;#039;&amp;#039;&amp;#039;: 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&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;mortartex&amp;#039;&amp;#039;&amp;#039;: color or texture of exposed mortar lines&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Checkerboard===&lt;br /&gt;
*Output value: float or color&lt;br /&gt;
[[Image:Procedural_checkerboard.png|frame|left|2d and 3d &amp;#039;&amp;#039;checkerboard&amp;#039;&amp;#039; texture]]&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This texture generates a two- or three-dimensional checkerboard pattern.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Parameters&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;2d/3d&amp;#039;&amp;#039;&amp;#039;: switches between the two- and threedimensional patterns&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;closedform/supersample&amp;#039;&amp;#039;&amp;#039;: anti aliasing algorithms for the 2d pattern&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;uv&amp;#039;&amp;#039;&amp;#039;: base the pattern on the object&amp;#039;s uv texture mapping&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;cylindrical&amp;#039;&amp;#039;&amp;#039;: use a cylindrical projection (2d pattern)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;spherical&amp;#039;&amp;#039;&amp;#039;: use a spherical projection (2d pattern)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;planar&amp;#039;&amp;#039;&amp;#039;: use a planar projection (2d pattern)&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;Ud/Vd&amp;#039;&amp;#039;&amp;#039;: offset values for the planar projection&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cloud===&lt;br /&gt;
*Output value: float only&lt;br /&gt;
This texture creates a 3D volumetric cloud.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Parameters&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;radius&amp;#039;&amp;#039;&amp;#039;: overall cloud radius inside the base cube&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;noisescale&amp;#039;&amp;#039;&amp;#039;: strength of the noise&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;turbulence&amp;#039;&amp;#039;&amp;#039;: size of the noise displacement&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;sharpness&amp;#039;&amp;#039;&amp;#039;: noise sharpness - increase for more spikey appearance&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;noiseoffset&amp;#039;&amp;#039;&amp;#039;: offset value for noise pattern&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;numspheres&amp;#039;&amp;#039;&amp;#039;: count of spheres for cumulus cloud generation&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;octaves&amp;#039;&amp;#039;&amp;#039;: the range of noise frequencies - higher values create more *&amp;#039;&amp;#039;&amp;#039;omega&amp;#039;&amp;#039;&amp;#039;: the amount of noise per octave&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;variability&amp;#039;&amp;#039;&amp;#039;: amount of extra noise&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;baseflatness&amp;#039;&amp;#039;&amp;#039;: the strength of the flattening effect on the bottom of the cloud&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;spheresize&amp;#039;&amp;#039;&amp;#039;: size of spheres for cumulus cloud generation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Dots===&lt;br /&gt;
[[Image:Procedural_dots.png|frame|left|&amp;#039;&amp;#039;dots&amp;#039;&amp;#039; texture]]&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
*Output value: float only&lt;br /&gt;
This texture creates a grid of dots, each of which has a 50% chance of being displayed.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Parameters&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;uv&amp;#039;&amp;#039;&amp;#039;: base the pattern on the object&amp;#039;s uv texture mapping&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;cylindrical&amp;#039;&amp;#039;&amp;#039;: use a cylindrical projection&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;spherical&amp;#039;&amp;#039;&amp;#039;: use a spherical projection&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;planar&amp;#039;&amp;#039;&amp;#039;: use a planar projection&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;ud/vd&amp;#039;&amp;#039;&amp;#039;: offset values for the planar projection&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===FBm===&lt;br /&gt;
[[Image:Procedural_FBm.png|frame|left|&amp;#039;&amp;#039;fbm&amp;#039;&amp;#039; texture]]&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
*Output value: float only&lt;br /&gt;
The FBm (fractal Brownian motion) texture generates fractal noise, which is very suitable for use as a bump map.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Parameters&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;roughness&amp;#039;&amp;#039;&amp;#039;: the noise roughness - low values generate smooth shapes, higher values add detail&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;octaves&amp;#039;&amp;#039;&amp;#039;: the range of noise frequencies - higher values create more detailed patterns&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Harlequin===&lt;br /&gt;
[[Image:Procedural_harlequin.png|frame|left|&amp;#039;&amp;#039;harlequin&amp;#039;&amp;#039; texture]]&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
*Output value: color only&lt;br /&gt;
This texture assigns a color to each face, which can be useful for checking mesh subdivisions.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Marble===&lt;br /&gt;
[[Image:Procedural_marble.png|frame|left|&amp;#039;&amp;#039;marble&amp;#039;&amp;#039; texture]]&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
*Output value: color only&lt;br /&gt;
The marble texture generates a marble pattern by distorting a layer pattern.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Parameters&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;octaves&amp;#039;&amp;#039;&amp;#039;: the range of noise frequencies&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;roughness&amp;#039;&amp;#039;&amp;#039;: the amount of noise&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;noisescale&amp;#039;&amp;#039;&amp;#039;: the scale of the noise&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;variation&amp;#039;&amp;#039;&amp;#039;: additional variation in the pattern by offsetting through the marble layers&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mix===&lt;br /&gt;
[[Image:Texture_mix.png|frame|left|&amp;#039;&amp;#039;mix&amp;#039;&amp;#039; texture, mixing a checkerboard with a solid red color]]&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
*Output value: float, color or fresnel&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- no luxcore support&lt;br /&gt;
===Multi Mix===&lt;br /&gt;
*Output value: float, color or fresnel&lt;br /&gt;
The multi mix texture can combine and scale an arbitrary number of textures. Each input texture has a weight of 0-1 for the final mix. These weights need not add up to 1, so you can easily create a &amp;quot;stack&amp;quot; of textures, which can be useful for bump or displacement mapping.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Scale===&lt;br /&gt;
[[Image:Texture_scale.png|frame|left|&amp;#039;&amp;#039;scale&amp;#039;&amp;#039; texture, scaling a checkerboard with a solid red color]]&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
*Output value: float or color&lt;br /&gt;
The scale texture mixes textures by multiplying their color values, where black is zero and white is one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===UV===&lt;br /&gt;
[[Image:Procedural_uv.png|frame|left|&amp;#039;&amp;#039;uv&amp;#039;&amp;#039; texture]]&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
*Output value: color only&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Windy===&lt;br /&gt;
[[Image:Procedural_windy.png|frame|left|&amp;#039;&amp;#039;windy waves&amp;#039;&amp;#039; texture]]&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
*Output value: float only&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Wrinkled===&lt;br /&gt;
[[Image:Procedural_wrinkled.png|frame|left|&amp;#039;&amp;#039;wrinkled&amp;#039;&amp;#039; texture]]&amp;lt;br clear=&amp;quot;all&amp;quot; /&amp;gt;&lt;br /&gt;
*Output value: float only&lt;br /&gt;
The wrinkled texture generates turbulence noise, which is very suitable for use as a bump map.&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Parameters&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;roughness&amp;#039;&amp;#039;&amp;#039;: the noise roughness - low values generate smooth shapes, higher values add detail&lt;br /&gt;
*&amp;#039;&amp;#039;&amp;#039;octaves&amp;#039;&amp;#039;&amp;#039;: the range of noise frequencies - higher values create more detailed patterns&lt;/div&gt;</summary>
		<author><name>Piita</name></author>
	</entry>
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