Difference between revisions of "LuxCoreRender Procedural Textures"

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(added note about behaviour on GPUs. Replaced the mention of the math node with a more general mention of mathematical textures)
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<gallery mode="nolines" widths=400px heights=200px>
<gallery mode="nolines" widths=400px heights=200px>
file:Textures_blender_clouds.jpg|thumb|Marble
file:Luxcore_textures_marble.jpg|thumb|Marble
file:Luxcore_textures_musgrave.jpg|thumb|Musgrave
file:Luxcore_textures_musgrave.jpg|thumb|Musgrave
</gallery>
</gallery>
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<gallery mode="nolines" widths=400px heights=200px>
<gallery mode="nolines" widths=400px heights=200px>
file:Textures_blender_clouds.jpg|Brick.  More info
file:Textures_blender_clouds.jpg|Brick.  More info
file:Textures_blender_clouds.jpg|thumb|Checkerboard
file:Luxcore_textures_checkerboard.jpg|thumb|Checkerboard
</gallery>
</gallery>
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Revision as of 15:17, 12 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.