LuxCoreRender Textures Blender: Difference between revisions
Created page with "LuxCoreRender includes an implementation of the procedural textures from Blender. This gives LuxCoreRender access to a powerful set of a textures to complement its own. Note t..." |
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[[Image:Procedural_blender_blend.png|frame|left|''blender blend'' texture]]<br clear="all" /> | [[Image:Procedural_blender_blend.png|frame|left|''blender blend'' texture]]<br clear="all" /> | ||
You can use blend textures to blend other textures together (with Stencil) or to create special effects (especially with the ''Map Input: Nor'' trick). If you use a colour band to create a custom blending, you may have to use No RGB, if the ''Map To'' value needs an intensity input. | You can use blend textures to blend other textures together (with Stencil) or to create special effects (especially with the ''Map Input: Nor'' trick). If you use a colour band to create a custom blending, you may have to use No RGB, if the ''Map To'' value needs an intensity input. | ||
*Output value: float | |||
'''Parameters''' | '''Parameters''' | ||
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===Blender Clouds=== | ===Blender Clouds=== | ||
[[Image:Procedural_blender_clouds.png|frame|left|''blender clouds'' texture]]<br clear="all" /> | [[Image:Procedural_blender_clouds.png|frame|left|''blender clouds'' texture]]<br clear="all" /> | ||
Clouds, Fire and Smoke. Also well suited to be used as bump map, giving an overall irregularity to the material. | Clouds, Fire and Smoke. Also well suited to be used as bump map, giving an overall irregularity to the material. | ||
*Output value: float | |||
'''Parameters''' | '''Parameters''' | ||
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===Blender Distorted Noise=== | ===Blender Distorted Noise=== | ||
[[Image:Procedural_blender_distortednoise.png|frame|left|''blender distorted noise'' texture]]<br clear="all" /> | [[Image:Procedural_blender_distortednoise.png|frame|left|''blender distorted noise'' texture]]<br clear="all" /> | ||
Often used for: grunge, very complex and versatile materials. | Often used for: grunge, very complex and versatile materials. | ||
*Output value: float | |||
'''Parameters''' | '''Parameters''' | ||
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===Blender Magic=== | ===Blender Magic=== | ||
[[Image:Procedural_blender_magic.png|frame|left|''blender magic'' texture]]<br clear="all" /> | [[Image:Procedural_blender_magic.png|frame|left|''blender magic'' texture]]<br clear="all" /> | ||
This texture could be used for "Thin Film Interference" if you use it on a specular material channel using a relatively high Turbulence. | |||
*Output value: float | *Output value: float | ||
'''Parameters''' | '''Parameters''' | ||
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[[Image:Procedural_blender_marble.png|frame|left|''blender marble'' texture]]<br clear="all" /> | [[Image:Procedural_blender_marble.png|frame|left|''blender marble'' texture]]<br clear="all" /> | ||
Often used for marble, fire, noise with a structure. | Often used for marble, fire, noise with a structure. | ||
*Output value: float | |||
'''Parameters''' | '''Parameters''' | ||
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===Blender Musgrave=== | ===Blender Musgrave=== | ||
[[Image:Procedural_blender_musgrave.png|frame|left|''blender musgrave'' texture]]<br clear="all" /> | [[Image:Procedural_blender_musgrave.png|frame|left|''blender musgrave'' texture]]<br clear="all" /> | ||
Often used for organic materials, although the texture is so flexible you can do almost anything with it. | Often used for organic materials, although the texture is so flexible you can do almost anything with it. | ||
*Output value: float | |||
'''Parameters''' | '''Parameters''' | ||
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===Blender Noise=== | ===Blender Noise=== | ||
[[Image:Procedural_blender_noise.png|frame|left|''blender noise'' texture]]<br clear="all" /> | [[Image:Procedural_blender_noise.png|frame|left|''blender noise'' texture]]<br clear="all" /> | ||
This texture can be used for white noise in an animation. It is not well suited for other uses. For material roughness, use the ''clouds'' texture instead. | This texture can be used for white noise in an animation. It is not well suited for other uses. For material roughness, use the ''clouds'' texture instead. | ||
*Output value: float | |||
'''Parameters''' | '''Parameters''' | ||
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===Blender Stucci=== | ===Blender Stucci=== | ||
[[Image:Procedural_blender_stucci.png|frame|left|''blender stucci'' texture]]<br clear="all" /> | [[Image:Procedural_blender_stucci.png|frame|left|''blender stucci'' texture]]<br clear="all" /> | ||
Stone, asphalt, oranges and also as a bump map to create grainy surfaces. | Stone, asphalt, oranges and also as a bump map to create grainy surfaces. | ||
*Output value: float | |||
'''Parameters''' | '''Parameters''' | ||
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===Blender Voronoi=== | ===Blender Voronoi=== | ||
[[Image:Procedural_blender_voronoi.png|frame|left|''blender voronoi'' texture]]<br clear="all" /> | [[Image:Procedural_blender_voronoi.png|frame|left|''blender voronoi'' texture]]<br clear="all" /> | ||
This can be used to create very convincing metals (especially the hammered effects) and organic shaders (e.g. scales, veins in skin). | This can be used to create very convincing metals (especially the hammered effects) and organic shaders (e.g. scales, veins in skin). | ||
*Output value: float | |||
'''Parameters''' | '''Parameters''' | ||
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===Blender Wood=== | ===Blender Wood=== | ||
[[Image:Procedural_blender_wood.png|frame|left|''blender wood'' texture]]<br clear="all" /> | [[Image:Procedural_blender_wood.png|frame|left|''blender wood'' texture]]<br clear="all" /> | ||
This texture is particularly suited for wood materials. | This texture is particularly suited for wood materials. | ||
*Output value: float | |||
'''Parameters''' | '''Parameters''' |
Revision as of 18:43, 7 December 2017
LuxCoreRender includes an implementation of the procedural textures from Blender. This gives LuxCoreRender access to a powerful set of a textures to complement its own. Note that these textures are supported within LuxCoreRender directly (thanks to GPL, that is possible). Blender itself does not generate these for LuxCore in any way, and you need not be using Blender to call them.
Procedural Types
Blender Blend
You can use blend textures to blend other textures together (with Stencil) or to create special effects (especially with the Map Input: Nor trick). If you use a colour band to create a custom blending, you may have to use No RGB, if the Map To value needs an intensity input.
- Output value: float
Parameters
- lin: a linear progression
- quad: a quadratic progression
- ease: a flowing, non-linear progression
- diag: a diagonal progression
- sphere: a progression with the shape of a three-dimensional ball
- halo: a quadratic progression with the shape of a three-dimensional ball
- flip XY: the direction of the progression is flipped a quarter turn
Blender Clouds
Clouds, Fire and Smoke. Also well suited to be used as bump map, giving an overall irregularity to the material.
- Output value: float
Parameters
- default: standard noise, providing an intensity only
- color: noise providing an RGB value
- soft noise/hard noise: changes the contrast and sharpness
- noisesize: the dimension of the noise table
- noisedepth: the depth of the cloud calculation - a higher number results in a long calculation time, but also in finer details
Blender Distorted Noise
Often used for: grunge, very complex and versatile materials.
- Output value: float
Parameters
- distortion noise: the texture to use to distort another
- noise basis: the texture to be distorted
- noise size: the size of the noise generated
- distortion amount: the amount to which distortion noise affects noise basis
Blender Magic
This texture could be used for "Thin Film Interference" if you use it on a specular material channel using a relatively high Turbulence.
- Output value: float
Parameters
- depth: the depth of the calculation - a higher number results in a long calculation time, but also in finer details
- turbulence: the strength of the pattern
Blender Marble
Often used for marble, fire, noise with a structure.
- Output value: float
Parameters
- soft/sharp/sharper: three pre-sets, varying from soft to more clearly defined marble
- soft noise/hard noise: alternative methods for the noise function
- noisesize: the dimensions of the noise table
- noisedepth: the depth of the marble calculation - a higher value results in finer details, but longer calculation time
- turbulence: the turbulence of the sine bands.
Blender Musgrave
Often used for organic materials, although the texture is so flexible you can do almost anything with it.
- Output value: float
Parameters
This procedural texture has five noise types on which the resulting pattern can be based, which are:
- fBm
- Hetero Terrain
- Hybrid Multifractal
- Ridged Multifractal
- Multifractal
These noise types determine the manner in which the program layers successive copies of the same pattern on top of each other at varying contrasts and scales.
In addition to the five noise types, musgrave has a noise basis setting which determines the algorithm that generates the noise itself. These are the same noise basis options found in the other procedural textures.
The main noise types have four characteristics They are:
- H (Fractal Dimension) - Range 0 to 2)
Fractal dimension controls the contrast of a layer relative to the previous layer in the texture. The higher the fractal dimension, the higher the contrast between the layers, and thus the more detail will show in the texture.
- Lacu (Lacuniarity) - Range 0 to 6)
Lacuniarity controls the scaling of each layer of the musgrave texture, meaning that each additional layer will have a scale that is the inverse of the value which shows on the button. i.e. Lacu = 2 -> Scale = 1/2 original
- Octs (Octave) - Range 0 to 8)
Octave controls the number of times the original noise pattern is overlayed on itself and scaled/contrasted with the fractal dimension and lacuniarity settings.
The Hybrid Multifractal, Ridged Multifractal, and Hetero Terrain types have additional settings:
- ofst (Fractal Offset)
All three types have a Fractal Offset button labeled Ofst. This serves as a "sea level" adjustment and indicates the base height of the resulting bump map. Bump values below this threshold will be returned as zero.
- gain
Hybrid Multifractal and Ridged Multifractal both have a gain setting which determines the range of values created by the function. The higher the number, the greater the range. This is a fast way to bring out additional details in a texture where extremes are normally clipped off.
Blender Noise
This texture can be used for white noise in an animation. It is not well suited for other uses. For material roughness, use the clouds texture instead.
- Output value: float
Parameters
This texture does not have configurable parameters.
Blender Stucci
Stone, asphalt, oranges and also as a bump map to create grainy surfaces.
- Output value: float
Parameters
- plastic: the standard stucci texture
- wall in, wall out: a typical wall stucco effect with holes or bumps
- soft noise/hard noise: alternative noise types
- noisesize: the dimension of the noise table
- turbulence: the depth of the stucci calculations
Blender Voronoi
This can be used to create very convincing metals (especially the hammered effects) and organic shaders (e.g. scales, veins in skin).
- Output value: float
Parameters
This texture has seven Distance Metric options. These determine the algorithm to find the distance between cells of the texture. The options are:
- Minkovsky
- Minkovsky 4
- Minkovsky 1/2
The Minkovsky setting has a user definable value which determines the exponent (e) of the distance function (x^e + y^e + z^e)^(1/e). A value of one produces the Manhattan distance metric, a value less then one produces stars and higher values produce square cells. So all distance settings are basically the same - variations of Minkowsky.
Different shaped cells in the texture can also be obtained by using the other four settings:
- Chebychev: irregularly-sized square cells
- Manhattan: randomly-positioned diamond shaped cells
- Actual Distance/Distance Squared: irregularly-shaped rounded cells
Four Worley constants are used to calculate the distances between each cell in the texture, based on the distance metric. Adjusting these values can have some interesting effects on the end result. Check the Samples Gallery for some examples of these settings and what textures they produce.
Four different noise basis types can be used as methods to calculate colour and intensity of the texture output. This gives the Voronoi textures created with the Worley Sliders a completely different appearance. The noise basis settings are equivalent to the noise basis setting found on the other textures.
Blender Wood
This texture is particularly suited for wood materials.
- Output value: float
Parameters
- bands: the standard wood texture
- rings: this suggests wood rings
- bandnoise: gives the standard wood texture a certain degree of turbulence
- ringnoise: gives the rings type a certain degree of turbulence
- soft noise/hard noise: two noise methods
- noisesize: the dimension of the noise table
- turbulence: the turbulence of the bandnoise and ringnoise types
Noise Types
Each noise-based Blender texture (with the exception of Voronoi and simple noise) has a noise basis setting that defines which algorithm is used to generate the texture. The Noise Basis settings makes the procedural textures (and especially Musgrave) extremely flexible.
The noise basis governs the structural appearance of the texture.
- Noise Types/Bases
-
Blender Original
-
Original Perlin
-
Improved Perlin
-
Voronoi F1
-
Voronoi F2
-
Voronoi F3
-
Voronoi F4
-
Voronoi F2/F1
-
Voronoi Crackle
-
Cellnoise