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Texture nodes

Press Shift+A, or release a dragged wire on empty canvas, to open the node search ("Search nodes…").

In the tables, drag scale N describes drag sensitivity, not a maximum: a 200-pixel drag moves the value across the span from the minimum to N; keep dragging, or double-click and type, to reach the full registered numeric range. A dash in the bounds column means no scalar range is listed; it does not promise that every input type accepts unrestricted values. On texture nodes an unlinked Vector is not 0, 0, 0: Image Texture uses the object's UV map, the procedural textures except White Noise use generated coordinates, Environment Texture uses the shading position, and Wood Texture uses object-space position. Link a Texture Coordinate or Mapping node to change it.


Image Texture​

Samples a bitmap image at the given Vector coordinate. Click the Filename field to open the Choose Image dialog; for .hdr files, select All files (*.*). Colour Space is a typed name. Leave it at auto to let the renderer choose from the file. Images the app sets up leave colour maps at auto or set srgb, and always set scene_linear for normal maps. For other data maps, type scene_linear when linear values are needed (the Material panel calls this Linear / Data). Other names from the renderer's colour configuration may also work (runtime-unverified). Alpha Type controls premultiplication.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
FilenameFile(empty)——
Colour SpaceTextauto——
VectorVector0, 0, 0——
InterpolationChoicelinear—closest, linear, cubic, smart
ExtensionChoiceperiodic—periodic, clamp, black, mirror
ProjectionChoiceflat—flat, box, sphere, tube
Projection BlendFloat00 to 1—
Alpha TypeChoiceauto—auto, unassociated, associated, channel_packed, ignore

Outputs

SocketType
ColorColour
AlphaFloat

Environment Texture​

Samples an equirectangular or mirror-ball environment map. Scene lighting is set in the Environment panel; inside a material this node is sampled like any texture.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
FilenameFile(empty)——
ProjectionChoiceequirectangular—equirectangular, mirror_ball
InterpolationChoicelinear—closest, linear, cubic, smart
Alpha TypeChoiceauto—auto, unassociated, associated, channel_packed, ignore
VectorVector0, 0, 0——

Outputs

SocketType
ColorColour
AlphaFloat

Noise Texture​

Generates fractal noise. Dimensions controls whether the lookup uses 1D, 2D, 3D, or 4D coordinates. This node has no W input, so W is always 0: 1D gives one flat value over the whole surface and 4D looks the same as 3D. Use 2D or 3D. Type selects the fractal type; Detail and Roughness control fine structure.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
DimensionsChoice3D—1D, 2D, 3D, 4D
TypeChoicefBM—multifractal, fBM, hybrid_multifractal, ridged_multifractal, hetero_terrain
NormalizeBooleanOn——
VectorVector0, 0, 0——
ScaleFloat1-1000 to 1000—
DetailFloat20 to 15—
RoughnessFloat0.50 to 1—
LacunarityFloat20 to 1000—
DistortionFloat0-1000 to 1000—

Outputs

SocketType
FacFloat
ColorColour

Voronoi Texture​

Generates a Voronoi (cellular) pattern. Feature selects what value is returned; Metric controls the distance measure. This node has no W input, so W is always 0: 1D gives one flat value over the whole surface and 4D looks the same as 3D. Use 2D or 3D. minkowski uses a fixed exponent of 0.5 because the node has no Exponent input. Smoothness defaults to 5 but its registered maximum is 1; values above 1 will be clamped by the editor.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
DimensionsChoice3D—1D, 2D, 3D, 4D
MetricChoiceeuclidean—euclidean, manhattan, chebychev, minkowski
FeatureChoicef1—f1, f2, smooth_f1, distance_to_edge, n_sphere_radius
VectorVector0, 0, 0——
ScaleFloat5-1000 to 1000—
DetailFloat00 to 15—
RoughnessFloat0.50 to 1—
RandomnessFloat10 to 1—
SmoothnessFloat50 to 1—

Outputs

SocketType
DistanceFloat
ColorColour
PositionVector

Sky Texture​

Generates a procedural sky model. Type selects the model. Sun Size, Sun Elevation and Sun Rotation are in radians (e.g. 0.261799 = 15°). Altitude is in metres. Sun Disc, Sun Size, Sun Intensity, Sun Elevation, Sun Rotation, Altitude, Air, Aerosol and Ozone apply to single_scattering and multiple_scattering. preetham uses only Turbidity; hosek_wilkie uses Turbidity and Ground Albedo. In those two models the sun is always straight overhead: Sun Elevation and Sun Rotation do not move it, because this node has no Sun Direction input (not yet verified in a render). Scene lighting is set in the Environment panel; inside a material this node is sampled like any texture.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
TypeChoicemultiple_scattering—preetham, hosek_wilkie, single_scattering, multiple_scattering
Sun DiscBooleanOn——
Sun SizeFloat0.0095120 to 3.14159—
Sun IntensityFloat10 to 1000 (drag scale: 10)—
Sun ElevationFloat0.261799-3.14159 to 3.14159—
Sun RotationFloat0-6.28319 to 6.28319—
AltitudeFloat1000 to 60000—
AirFloat10 to 10—
AerosolFloat10 to 10—
OzoneFloat10 to 10—
TurbidityFloat2.21 to 10—
Ground AlbedoFloat0.30 to 1—
VectorVector0, 0, 0——

Outputs

SocketType
ColorColour

Gradient Texture​

Generates a gradient pattern from a texture coordinate. Type selects the shape of the gradient.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
TypeChoicelinear—linear, quadratic, easing, diagonal, radial, quadratic_sphere, spherical
VectorVector0, 0, 0——

Outputs

SocketType
ColorColour
FacFloat

Wave Texture​

Generates a repeating wave pattern. Type and direction inputs select the wave geometry; Profile controls the wave shape; Distortion warps the pattern with noise.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
TypeChoicebands—bands, rings
Bands DirectionChoicex—x, y, z, diagonal
Rings DirectionChoicex—x, y, z, spherical
ProfileChoicesine—sine, saw, tri
VectorVector0, 0, 0——
ScaleFloat1-1000 to 1000—
DistortionFloat0-1000 to 1000—
DetailFloat20 to 15—
Detail ScaleFloat0-1000 to 1000—
Detail RoughnessFloat0.50 to 1—
Phase OffsetFloat0-1000 to 1000—

Outputs

SocketType
ColorColour
FacFloat

Brick Texture​

Generates a procedural brick pattern with configurable brick dimensions, mortar, and layout. Offset shifts every Offset Frequency-th row sideways (every other row at the default 2); Squash scales brick width on every Squash Frequency-th row.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
OffsetFloat0.50 to 1—
Offset FrequencyInteger21 to 99—
SquashFloat10 to 99—
Squash FrequencyInteger21 to 99—
VectorVector0, 0, 0——
Color1Colour0, 0, 0——
Color2Colour0, 0, 0——
MortarColour0, 0, 0——
ScaleFloat5-1000 to 1000—
Mortar SizeFloat0.020 to 0.125—
Mortar SmoothFloat00 to 1—
BiasFloat0-1 to 1—
Brick WidthFloat0.50.01 to 100—
Row HeightFloat0.250.01 to 100—

Outputs

SocketType
ColorColour
FacFloat

Checker Texture​

Generates a two-colour checker pattern at the given Scale. Both colours start black; set Color1 and Color2 to see the pattern.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
VectorVector0, 0, 0——
Color1Colour0, 0, 0——
Color2Colour0, 0, 0——
ScaleFloat1-1000 to 1000—

Outputs

SocketType
ColorColour
FacFloat

Magic Texture​

Generates a colourful psychedelic pattern derived from trigonometric functions. Depth controls the number of recursive iterations.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
DepthInteger20 to 10—
VectorVector0, 0, 0——
ScaleFloat5-1000 to 1000—
DistortionFloat1-1000 to 1000—

Outputs

SocketType
ColorColour
FacFloat

Gabor Texture​

Generates a Gabor noise pattern useful for oriented anisotropic effects. Orientation 3D is a direction vector for 3D mode; Orientation 2D is an angle in radians for 2D mode.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
TypeChoice2D—2D, 3D
VectorVector0, 0, 0——
ScaleFloat5-1000 to 1000—
FrequencyFloat20 to 1000—
AnisotropyFloat10 to 1—
Orientation 2DFloat0.7853980 to 3.14159—
Orientation 3DVector1.41421, 1.41421, 0——

Outputs

SocketType
ValueFloat
PhaseFloat
IntensityFloat

White Noise Texture​

Generates uncorrelated random values per lookup. Dimensions controls whether the lookup key is a scalar, 2D, 3D, or 4D coordinate. Its Vector has no default coordinate: unlinked, the node returns one value over the whole surface. In 2D, 3D or 4D, link a Texture Coordinate output to Vector for per-point noise; in 1D, link W.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
DimensionsChoice3D—1D, 2D, 3D, 4D
VectorVector0, 0, 0——
WFloat0-1000 to 1000—

Outputs

SocketType
ValueFloat
ColorColour

Dirt Mask​

Computes an ambient occlusion or convex-proximity mask for use in layering dirt or wear. Real-world Scale is an Integer (−1 = older behaviour (world position), 0 = sizes follow the object's own scale, 1 = sizes are true millimetres); Mode switches between cavity occlusion and convex-proximity detection. Scope, Mode and Samples must be typed values; wiring them makes the material fail to compile.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
Radius (mm)Float10 to 1000000 (drag scale: 10)—
AmountFloat0.60 to 1—
ThresholdFloat0.050 to 1—
SoftnessFloat0.30 to 1—
Noise AmountFloat0.250 to 1—
Noise Size (mm)Float10.000001 to 1000000 (drag scale: 10)—
SamplesInteger161 to 128 (drag scale: 32)—
ScopeChoiceself—self, scene
ModeChoicecavity—cavity, convex_proximity
NormalVector0, 0, 0——
External MaskFloat10 to 1—
Effect ScaleFloat10.000001 to 1000000 (drag scale: 4)—
Real-world ScaleInteger-1-1 to 1—

Outputs

SocketType
Dirt MaskFloat
Raw OcclusionFloat

Wood Texture​

Generates wood grain, ring structure, surface treatment, and structural defects procedurally. All 196 inputs are always-visible rows on the node tile. For guided editing, use a Wood material in the Material panel (rows adapt to Mode, layout, species, cut and finish, with units and help text shown). The empty strip at the bottom of the node is a placeholder; clicking it does nothing. Lengths are in millimetres, except Film Thickness and Orange Peel Amplitude, which are in micrometres (µm). Angles are in degrees. Density is kg/m³, Knot Density is knots per metre of trunk, Height Growth Rate is mm per year and Spiral Grain is radians per mm. Mode: solid = a sawn board, end_grain = the cross-cut face, blank = a turned lathe blank, panel = plywood/veneer sheet. Board Layout controls the floorboard arrangement and has an effect only when Mode is solid or end_grain. Real-world Scale is an Integer (1 = sizes are true millimetres regardless of object scale; 0 = sizes follow the object's coordinates and Object Scale). Millimetres per Scene Unit is used only when Real-world Scale is 1. VIZid scenes are in millimetres, so leave it at 1. The field currently accepts only 0 to 1. The node has two rows named Board Width. The first (after Layout Seed, shown here as Board Width (1)) sets board width for Board Layout. The second (after Board Thickness, Board Width (2)) is the width of the sawn board a single part is cut from. When a Board Layout is active, the first one is used. Individual Ply Thicknesses (Mode panel only) takes one millimetre value per ply, separated by commas, each from 0.01 to 1000. The number of values must equal Ply Count: for example, set Ply Count to 4 and type 1.5, 3, 3, 1.5. If the count or a value is wrong, the list is ignored and the plies are spaced evenly. A valid list replaces Panel Thickness and Ply Thickness. Finish Preset sets Film Thickness, Film IOR, Coat Roughness, Pore Fill and Film Absorption when the material renders, replacing whatever those rows show (bare_rough also switches Saw to rough with no sanding when Saw is none; weathered raises Age to at least 1). The rows on the node do not change. To use your own values in those five rows, set Finish Preset to custom. Override Mask is a sum of bits: 1 Offset, 2 Depth, 4 Lateral, 8 Along, 16 Slope, 32 Twist, 64 Face Flip, 128 End Flip. Each set bit uses that Override row instead of the random draw. Leave Displacement Components at 255 and Quality, Detail While Moving, Filter Width Override, Debug Output and Noise Version at their defaults unless you are diagnosing. Wire outputs to a Wood BSDF using matching socket names (Color → Color, Tangent → Tangent, Normal → Normal, etc.); only Float, Vector and Colour sockets accept links from other typed outputs. Height and Subsurface Color have no matching Wood BSDF input; Height is normally wired through a Displacement node to Material Output.

Inputs

SocketTypeDefaultRegistered numeric boundsChoices
VectorVector0, 0, 0——
Real-world ScaleInteger00 to 1—
Millimetres per Scene UnitFloat10 to 1—
Object ScaleFloat10.001 to 10000 (drag scale: 10)—
Displacement Mesh ScaleFloat80.25 to 64 (drag scale: 16)—
Displace Surface ReliefInteger10 to 1—
Carve Plywood Core OpeningsInteger10 to 1—
Displacement ComponentsInteger2550 to 255—
ModeChoicesolid—solid, blank, end_grain, panel
Ply CountInteger131 to 16—
Board LayoutChoicenone—none, straight, random, herringbone, double_herringbone, chevron_45, chevron_60, basket_2, basket_3, mosaic, end_square, end_hex, versailles
Layout Normal AxisChoicez—x, y, z
Layout SeedInteger00 to 1000000—
Board Width (1)Float10010 to 1000—
Board LengthFloat60020 to 6000—
Row StaggerFloat0.50 to 1—
Length VariationFloat0.350 to 0.8—
Minimum StaggerFloat1000 to 3000—
Layout RotationFloat0-180 to 180—
Layout Offset UFloat0-100000 to 100000—
Layout Offset VFloat0-100000 to 100000—
Joint GapFloat0.10 to 10—
Bevel WidthFloat0.350 to 10—
Bevel DepthFloat0.120 to 5—
Board Tone VariationFloat0.150 to 1—
Parquet Panel SizeFloat1000100 to 3000—
Frame WidthFloat801 to 500—
Thickness AxisChoicez—x, y, z
Veneer CutChoicerotary—rotary, sliced
Veneer MatchingChoicenone—none, book, slip, reverse_slip, four_way, diamond, reverse_diamond, box, sunburst
Leaf WidthFloat1801 to 1000—
Leaf Layout OffsetFloat0-10000 to 10000—
Leaf Glue SeamFloat0.050 to 1—
Match Centre Along GrainFloat0-10000 to 10000—
Radial Leaf CountFloat128 to 16—
Cross LaminatedInteger10 to 1—
Panel ThicknessFloat180.1 to 1000—
Ply ThicknessFloat00 to 200—
Face Veneer ThicknessFloat00 to 100—
Individual Ply ThicknessesText(empty)——
Individual Ply MaterialsText(empty)——
Glue ThicknessFloat0.050 to 1—
Glue ColourColour0.12, 0.065, 0.025——
Light Band LevelFloat10 to 4—
Dark Band LevelFloat10 to 4—
Thickness VariationFloat0.070 to 0.2—
Layer WavinessFloat0.10 to 2—
Face Grain AngleFloat0-180 to 180—
Stack CentreFloat0-10000 to 10000—
Peeling RadiusFloat10010 to 1000—
Core GapsFloat00 to 1—
Gap WidthFloat40.01 to 25—
Core Strip WidthFloat1205 to 1000—
Core OverlapsFloat00 to 1—
Glue-Line VariationFloat00 to 1—
Glue BleedFloat00 to 1—
Torn Edge FibresFloat00 to 1—
Edge BreakoutFloat00 to 1—
Chip SizeFloat20.01 to 25—
Lathe ChecksFloat00 to 1—
Defect SeedInteger00 to 2147483648—
Chipped FaceChoiceboth—positive, negative, both
Face RepairsFloat00 to 25—
Repair LengthFloat604 to 150—
Repair WidthFloat204 to 150—
Repair IrregularityFloat0.350 to 1—
Repair Glue LineFloat0.120.01 to 2—
Repair Seam DepthFloat0.050 to 1—
Repair Grain MismatchFloat150 to 45—
Repair SeedInteger00 to 1000000—
Repaired FacesChoiceboth—positive, negative, both
Repair ShapeChoicemixed—mixed, oval, boat, round
Repair PlacementChoiceknots—knots, scattered
Knots RepairedFloat00 to 1—
Minimum Knot SizeFloat100 to 100—
SeedInteger00 to 1000000 (drag scale: 1000)—
LogInteger00 to 1000000 (drag scale: 100)—
BoardInteger00 to 1000000 (drag scale: 100)—
PartInteger00 to 1000000 (drag scale: 100)—
Sawmill PatternChoicethrough—through, cant, quarter, rift, grade, plain_around
Board ThicknessFloat275 to 200—
Board Width (2)Float20020 to 1500—
Part AxisChoiceauto—auto, x, y, z
Part LengthFloat100010 to 6000—
Override MaskInteger00 to 255—
Override OffsetFloat0-1000 to 1000—
Override DepthFloat0-1000 to 1000—
Override LateralFloat0-1000 to 1000—
Override AlongFloat0-6000 to 6000—
Override SlopeFloat0-90 to 90—
Override TwistFloat0-180 to 180—
Override Face FlipFloat00 to 1—
Override End FlipFloat00 to 1—
Blank OffsetFloat600 to 1000—
Blank RotationFloat0-180 to 180—
Species ClassChoicering_porous—conifer_abrupt, conifer_gradual, ring_porous, semi_ring_porous, diffuse_porous
DensityFloat680300 to 1250—
Log RadiusFloat25060 to 1000—
Pith OffsetFloat60 to 30—
EccentricityFloat0.120 to 0.4—
TaperFloat0.0040 to 0.02—
Spiral GrainFloat0.00030 to 0.03—
SweepFloat150 to 60—
Ring WidthFloat20.3 to 12—
Ring VarianceFloat0.30 to 0.6—
Ring AR(1)Float0.650 to 0.95—
Juvenile RingsFloat305 to 80—
Age ExponentFloat0.450 to 1—
Ring WobbleFloat0.250 to 0.6—
Ring Wobble WavelengthFloat4010 to 200—
Latewood FractionFloat0.60.05 to 0.8—
Latewood SharpnessFloat0.060.02 to 0.6—
False Ring ProbabilityFloat0.030 to 0.2—
Heartwood RadiusFloat0.80 to 1—
Heartwood TransitionFloat20.5 to 6—
Height Growth RateFloat300100 to 800—
Knot DensityFloat0.50 to 4—
Whorl SpacingFloat500200 to 1200—
Knot SizeFloat153 to 60—
Dead Knot FractionFloat0.40 to 1—
Branch Growth RateFloat15050 to 500—
Pore DiameterFloat0.30 to 0.5—
Pore SpacingFloat0.60.1 to 2—
Pore SoftnessFloat0.070.02 to 0.2—
Pore Gate StartFloat0.150 to 1—
Pore Gate EndFloat0.350 to 1—
Pore ColourColour0.025, 0.015, 0.008——
Pore Colour StrengthFloat00 to 1—
Pore Rim ColourColour0.72, 0.69, 0.61——
Pore Rim Colour StrengthFloat00 to 1—
Wood Bump StrengthFloat10 to 4—
Coat Bump StrengthFloat10 to 4—
Ray Spacing (wide)Float40 to 20—
Ray Width (wide)Float0.50.05 to 1.2—
Ray Height (wide)Float251 to 60—
Ray Spacing (fine)Float0.250.05 to 2—
Ray Width (fine)Float0.030.01 to 0.2—
Ray Height (fine)Float20.3 to 10—
Ray WaverFloat0.30 to 1—
Fibre StretchFloat405 to 80—
Tracheid ScaleFloat0.050.02 to 0.2—
Resin DensityFloat00 to 1—
Resin DiameterFloat0.10.03 to 0.2—
FigureChoicenone—none, curly, quilted, birdseye, interlocked
Figure AmplitudeFloat0.250 to 1—
Figure WavelengthFloat62 to 40—
Figure DriftFloat0.30 to 1—
Interlock RingsFloat52 to 12—
SawChoicenone—none, circular, band, rough
Saw AmplitudeFloat0.150 to 1—
Saw PitchFloat2.50.5 to 8—
Blade RadiusFloat200100 to 300—
Planer PitchFloat1.60 to 3—
Cutter RadiusFloat5040 to 60—
Sanding GritInteger1800 to 600—
Sanding CompletenessFloat10 to 1—
Sanding AngleFloat0-90 to 90—
Random OrbitInteger00 to 1—
TearoutFloat00 to 1—
Wire Brush DepthFloat00 to 0.5—
Check DrynessFloat00 to 1—
Finish PresetChoicebare_planed—bare_planed, bare_rough, oil, hardwax, wax, shellac, lacquer, poly_water, poly_oil, conversion, french_polish, weathered, custom
ColourantChoicenone—none, dye, pigment, gel, bleach, lime
Colourant ColourColour0.35, 0.18, 0.06——
Colourant DepthFloat10 to 3—
Film ThicknessFloat00 to 200—
Film IORFloat1.51.3 to 1.7—
Film AbsorptionColour1, 1, 1——
Coat RoughnessFloat0.120 to 1—
Pore FillFloat00 to 1—
Orange Peel AmplitudeFloat00 to 10—
Orange Peel WavelengthFloat20.5 to 20—
WearFloat00 to 1—
Wear DepthFloat0.50 to 2—
Colourant PenetrationFloat0.10.001 to 1—
Wear PatchinessFloat00 to 1—
Wear Patch SizeFloat800.5 to 4000—
Wear SeedInteger00 to 1000000—
AgeFloat00 to 1—
ExposureFloat10 to 1—
Stain BlotchinessFloat00 to 1—
Uneven FinishFloat00 to 1—
Patch SizeFloat400.5 to 2000—
Treatment SeedInteger00 to 1000000—
Sapwood ColourColour0.62, 0.5, 0.34——
Heartwood ColourColour0.42, 0.3, 0.17——
Aged ColourColour0.4, 0.27, 0.14——
Latewood Density RatioFloat1.61 to 3.5—
Knot Colour ShiftFloat10 to 2—
Ray LightnessFloat10 to 2—
Cell DiameterFloat0.020.012 to 0.045—
QualityFloat10.1 to 2—
Detail While MovingChoiceauto—auto, full, simplified, raster
Filter Width OverrideFloat00 to 10—
Debug OutputChoicenone—none, ring_phase, ring_index, latewood, heart, year, pore, ray, tracheid, resin, knot, knot_bark, figure, fconf, tangent, height, machine, filter_width, board_frame, theta, radius
Noise VersionInteger11 to 8—

Outputs

SocketType
ColorColour
RoughnessFloat
AnisotropyFloat
TangentVector
NormalVector
HeightFloat
Coat WeightFloat
Coat RoughnessFloat
Coat TintColour
Coat NormalVector
Subsurface ColorColour
Subsurface RadiusVector
Fibre BetaFloat
Fibre StrengthFloat
CavityFloat
Fibre ConfidenceFloat
Ring PhaseFloat
LatewoodFloat
HeartFloat
PoreFloat
RayFloat
ResinFloat
TracheidFloat
KnotFloat
Knot BarkFloat
FigureFloat
CheckFloat
WaneFloat
MachineFloat
LayerFloat
GlueFloat
VoidFloat
Panel EdgeFloat
DefectFloat
PatchFloat
Placement (mm)Vector