LuxCoreRender Procedural Textures: Difference between revisions
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Created page with " LuxCoreRender's procedural textures are very flexible and covers a wide range of different looks. Not only that, but they can also be combined by using the Math node which pr..." |
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LuxCoreRender's procedural textures are very flexible and covers a wide range of different looks. Not only that, but they can also be combined by using the | LuxCoreRender's procedural textures are very flexible and covers a wide range of different looks. Not only that, but they can also be combined by using the mix/add/subtract/multiply helper textures for mathematic operations. Most textures generate a noise based on noise size and noise depth. Noise size adjusts the scale of the texture and noise depth adjusts the amount of details. Increasing depth will give finer details but are also slower to render. | ||
Note that due to the different hardware architecture of GPUs it is usually better to avoid procedural textures when rendering with OpenCL. They can increase kernel compilation times, and the rendering speed takes a bigger hit than on CPUs. | |||
'''Noise textures''' | |||
{| class="wikitable" | {| class="wikitable" | ||
| | | | ||
<gallery mode="nolines" widths= | <gallery mode="nolines" widths=400px heights=200px> | ||
file: | file:Luxcore_textures_clouds.jpg|thumb|Clouds | ||
file: | file:Luxcore_textures_distorted_noise.jpg|thumb|Distorted Noise | ||
</gallery> | </gallery> | ||
|- | |- | ||
| | | | ||
<gallery mode="nolines" widths= | <gallery mode="nolines" widths=400px heights=200px> | ||
file: | file:Luxcore_textures_fbm.jpg|thumb|Fbm | ||
file: | file:Luxcore_textures_marble.jpg|thumb|Marble | ||
</gallery> | </gallery> | ||
|- | |- | ||
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<gallery mode="nolines" widths= | <gallery mode="nolines" widths=400px heights=200px> | ||
file: | file:Luxcore_textures_marble_lux.jpg|thumb|Marble 2 | ||
file: | file:Luxcore_textures_musgrave.jpg|thumb|Musgrave | ||
</gallery> | </gallery> | ||
|- | |- | ||
| | | | ||
<gallery mode="nolines" widths= | <gallery mode="nolines" widths=400px heights=200px> | ||
file:Textures_blender_clouds.jpg|thumb|Noise | file:Textures_blender_clouds.jpg|thumb|Noise | ||
file: | file:Luxcore_textures_stucci.jpg|thumb|Stucci | ||
</gallery> | </gallery> | ||
|- | |- | ||
| | | | ||
<gallery mode="nolines" widths= | <gallery mode="nolines" widths=400px heights=200px> | ||
file: | file:Luxcore_textures_voronoi.jpg|thumb|Voronoi | ||
file: | file:Luxcore_textures_windy.jpg|thumb|Windy | ||
</gallery> | </gallery> | ||
|- | |- | ||
| | | | ||
<gallery mode="nolines" widths= | <gallery mode="nolines" widths=400px heights=200px> | ||
file: | file:Luxcore_textures_wood.jpg|thumb|Wood | ||
file: | file:Luxcore_textures_wrinkled.jpg|thumb|Wrinkled | ||
</gallery> | </gallery> | ||
|- | |- | ||
|} | |||
'''Specials''' | |||
{| class="wikitable" | |||
| | | | ||
<gallery mode="nolines" widths= | <gallery mode="nolines" widths=400px heights=200px> | ||
file: | file:Luxcore_textures_blend.jpg|thumb|Blend | ||
file: | file:Luxcore_textures_brick.jpg|Brick. [[LuxCoreRender_Brick_Texture|More info]] | ||
</gallery> | </gallery> | ||
|- | |- | ||
| | | | ||
<gallery mode="nolines" widths= | <gallery mode="nolines" widths=400px heights=200px> | ||
file: | file:Luxcore_textures_checkerboard.jpg|thumb|Checkerboard | ||
file: | file:Luxcore_textures_dots.jpg|thumb|Dots | ||
</gallery> | </gallery> | ||
|- | |- | ||
| | | | ||
<gallery mode="nolines" widths= | <gallery mode="nolines" widths=400px heights=200px> | ||
file: | file:Luxcore_textures_magic.jpg|thumb|Magic | ||
file: | file:Luxcore_textures_uv.jpg|thumb|UV | ||
</gallery> | </gallery> | ||
|- | |||
|} | |} | ||
<!-- | <!-- | ||
=== Blender Blend === | === Blender Blend === | ||
Latest revision as of 18:51, 14 December 2017
LuxCoreRender's procedural textures are very flexible and covers a wide range of different looks. Not only that, but they can also be combined by using the mix/add/subtract/multiply helper textures for mathematic operations. Most textures generate a noise based on noise size and noise depth. Noise size adjusts the scale of the texture and noise depth adjusts the amount of details. Increasing depth will give finer details but are also slower to render.
Note that due to the different hardware architecture of GPUs it is usually better to avoid procedural textures when rendering with OpenCL. They can increase kernel compilation times, and the rendering speed takes a bigger hit than on CPUs.
Noise textures
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Specials
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