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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Filename | File | (empty) | — | — |
| Colour Space | Text | auto | — | — |
| Vector | Vector | 0, 0, 0 | — | — |
| Interpolation | Choice | linear | — | closest, linear, cubic, smart |
| Extension | Choice | periodic | — | periodic, clamp, black, mirror |
| Projection | Choice | flat | — | flat, box, sphere, tube |
| Projection Blend | Float | 0 | 0 to 1 | — |
| Alpha Type | Choice | auto | — | auto, unassociated, associated, channel_packed, ignore |
Outputs
| Socket | Type |
|---|---|
| Color | Colour |
| Alpha | Float |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Filename | File | (empty) | — | — |
| Projection | Choice | equirectangular | — | equirectangular, mirror_ball |
| Interpolation | Choice | linear | — | closest, linear, cubic, smart |
| Alpha Type | Choice | auto | — | auto, unassociated, associated, channel_packed, ignore |
| Vector | Vector | 0, 0, 0 | — | — |
Outputs
| Socket | Type |
|---|---|
| Color | Colour |
| Alpha | Float |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Dimensions | Choice | 3D | — | 1D, 2D, 3D, 4D |
| Type | Choice | fBM | — | multifractal, fBM, hybrid_multifractal, ridged_multifractal, hetero_terrain |
| Normalize | Boolean | On | — | — |
| Vector | Vector | 0, 0, 0 | — | — |
| Scale | Float | 1 | -1000 to 1000 | — |
| Detail | Float | 2 | 0 to 15 | — |
| Roughness | Float | 0.5 | 0 to 1 | — |
| Lacunarity | Float | 2 | 0 to 1000 | — |
| Distortion | Float | 0 | -1000 to 1000 | — |
Outputs
| Socket | Type |
|---|---|
| Fac | Float |
| Color | Colour |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Dimensions | Choice | 3D | — | 1D, 2D, 3D, 4D |
| Metric | Choice | euclidean | — | euclidean, manhattan, chebychev, minkowski |
| Feature | Choice | f1 | — | f1, f2, smooth_f1, distance_to_edge, n_sphere_radius |
| Vector | Vector | 0, 0, 0 | — | — |
| Scale | Float | 5 | -1000 to 1000 | — |
| Detail | Float | 0 | 0 to 15 | — |
| Roughness | Float | 0.5 | 0 to 1 | — |
| Randomness | Float | 1 | 0 to 1 | — |
| Smoothness | Float | 5 | 0 to 1 | — |
Outputs
| Socket | Type |
|---|---|
| Distance | Float |
| Color | Colour |
| Position | Vector |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Type | Choice | multiple_scattering | — | preetham, hosek_wilkie, single_scattering, multiple_scattering |
| Sun Disc | Boolean | On | — | — |
| Sun Size | Float | 0.009512 | 0 to 3.14159 | — |
| Sun Intensity | Float | 1 | 0 to 1000 (drag scale: 10) | — |
| Sun Elevation | Float | 0.261799 | -3.14159 to 3.14159 | — |
| Sun Rotation | Float | 0 | -6.28319 to 6.28319 | — |
| Altitude | Float | 100 | 0 to 60000 | — |
| Air | Float | 1 | 0 to 10 | — |
| Aerosol | Float | 1 | 0 to 10 | — |
| Ozone | Float | 1 | 0 to 10 | — |
| Turbidity | Float | 2.2 | 1 to 10 | — |
| Ground Albedo | Float | 0.3 | 0 to 1 | — |
| Vector | Vector | 0, 0, 0 | — | — |
Outputs
| Socket | Type |
|---|---|
| Color | Colour |
Gradient Texture
Generates a gradient pattern from a texture coordinate. Type selects the shape of the gradient.
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Type | Choice | linear | — | linear, quadratic, easing, diagonal, radial, quadratic_sphere, spherical |
| Vector | Vector | 0, 0, 0 | — | — |
Outputs
| Socket | Type |
|---|---|
| Color | Colour |
| Fac | Float |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Type | Choice | bands | — | bands, rings |
| Bands Direction | Choice | x | — | x, y, z, diagonal |
| Rings Direction | Choice | x | — | x, y, z, spherical |
| Profile | Choice | sine | — | sine, saw, tri |
| Vector | Vector | 0, 0, 0 | — | — |
| Scale | Float | 1 | -1000 to 1000 | — |
| Distortion | Float | 0 | -1000 to 1000 | — |
| Detail | Float | 2 | 0 to 15 | — |
| Detail Scale | Float | 0 | -1000 to 1000 | — |
| Detail Roughness | Float | 0.5 | 0 to 1 | — |
| Phase Offset | Float | 0 | -1000 to 1000 | — |
Outputs
| Socket | Type |
|---|---|
| Color | Colour |
| Fac | Float |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Offset | Float | 0.5 | 0 to 1 | — |
| Offset Frequency | Integer | 2 | 1 to 99 | — |
| Squash | Float | 1 | 0 to 99 | — |
| Squash Frequency | Integer | 2 | 1 to 99 | — |
| Vector | Vector | 0, 0, 0 | — | — |
| Color1 | Colour | 0, 0, 0 | — | — |
| Color2 | Colour | 0, 0, 0 | — | — |
| Mortar | Colour | 0, 0, 0 | — | — |
| Scale | Float | 5 | -1000 to 1000 | — |
| Mortar Size | Float | 0.02 | 0 to 0.125 | — |
| Mortar Smooth | Float | 0 | 0 to 1 | — |
| Bias | Float | 0 | -1 to 1 | — |
| Brick Width | Float | 0.5 | 0.01 to 100 | — |
| Row Height | Float | 0.25 | 0.01 to 100 | — |
Outputs
| Socket | Type |
|---|---|
| Color | Colour |
| Fac | Float |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Vector | Vector | 0, 0, 0 | — | — |
| Color1 | Colour | 0, 0, 0 | — | — |
| Color2 | Colour | 0, 0, 0 | — | — |
| Scale | Float | 1 | -1000 to 1000 | — |
Outputs
| Socket | Type |
|---|---|
| Color | Colour |
| Fac | Float |
Magic Texture
Generates a colourful psychedelic pattern derived from trigonometric functions. Depth controls the number of recursive iterations.
Inputs
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Depth | Integer | 2 | 0 to 10 | — |
| Vector | Vector | 0, 0, 0 | — | — |
| Scale | Float | 5 | -1000 to 1000 | — |
| Distortion | Float | 1 | -1000 to 1000 | — |
Outputs
| Socket | Type |
|---|---|
| Color | Colour |
| Fac | Float |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Type | Choice | 2D | — | 2D, 3D |
| Vector | Vector | 0, 0, 0 | — | — |
| Scale | Float | 5 | -1000 to 1000 | — |
| Frequency | Float | 2 | 0 to 1000 | — |
| Anisotropy | Float | 1 | 0 to 1 | — |
| Orientation 2D | Float | 0.785398 | 0 to 3.14159 | — |
| Orientation 3D | Vector | 1.41421, 1.41421, 0 | — | — |
Outputs
| Socket | Type |
|---|---|
| Value | Float |
| Phase | Float |
| Intensity | Float |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Dimensions | Choice | 3D | — | 1D, 2D, 3D, 4D |
| Vector | Vector | 0, 0, 0 | — | — |
| W | Float | 0 | -1000 to 1000 | — |
Outputs
| Socket | Type |
|---|---|
| Value | Float |
| Color | Colour |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Radius (mm) | Float | 1 | 0 to 1000000 (drag scale: 10) | — |
| Amount | Float | 0.6 | 0 to 1 | — |
| Threshold | Float | 0.05 | 0 to 1 | — |
| Softness | Float | 0.3 | 0 to 1 | — |
| Noise Amount | Float | 0.25 | 0 to 1 | — |
| Noise Size (mm) | Float | 1 | 0.000001 to 1000000 (drag scale: 10) | — |
| Samples | Integer | 16 | 1 to 128 (drag scale: 32) | — |
| Scope | Choice | self | — | self, scene |
| Mode | Choice | cavity | — | cavity, convex_proximity |
| Normal | Vector | 0, 0, 0 | — | — |
| External Mask | Float | 1 | 0 to 1 | — |
| Effect Scale | Float | 1 | 0.000001 to 1000000 (drag scale: 4) | — |
| Real-world Scale | Integer | -1 | -1 to 1 | — |
Outputs
| Socket | Type |
|---|---|
| Dirt Mask | Float |
| Raw Occlusion | Float |
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
| Socket | Type | Default | Registered numeric bounds | Choices |
|---|---|---|---|---|
| Vector | Vector | 0, 0, 0 | — | — |
| Real-world Scale | Integer | 0 | 0 to 1 | — |
| Millimetres per Scene Unit | Float | 1 | 0 to 1 | — |
| Object Scale | Float | 1 | 0.001 to 10000 (drag scale: 10) | — |
| Displacement Mesh Scale | Float | 8 | 0.25 to 64 (drag scale: 16) | — |
| Displace Surface Relief | Integer | 1 | 0 to 1 | — |
| Carve Plywood Core Openings | Integer | 1 | 0 to 1 | — |
| Displacement Components | Integer | 255 | 0 to 255 | — |
| Mode | Choice | solid | — | solid, blank, end_grain, panel |
| Ply Count | Integer | 13 | 1 to 16 | — |
| Board Layout | Choice | none | — | none, straight, random, herringbone, double_herringbone, chevron_45, chevron_60, basket_2, basket_3, mosaic, end_square, end_hex, versailles |
| Layout Normal Axis | Choice | z | — | x, y, z |
| Layout Seed | Integer | 0 | 0 to 1000000 | — |
| Board Width (1) | Float | 100 | 10 to 1000 | — |
| Board Length | Float | 600 | 20 to 6000 | — |
| Row Stagger | Float | 0.5 | 0 to 1 | — |
| Length Variation | Float | 0.35 | 0 to 0.8 | — |
| Minimum Stagger | Float | 100 | 0 to 3000 | — |
| Layout Rotation | Float | 0 | -180 to 180 | — |
| Layout Offset U | Float | 0 | -100000 to 100000 | — |
| Layout Offset V | Float | 0 | -100000 to 100000 | — |
| Joint Gap | Float | 0.1 | 0 to 10 | — |
| Bevel Width | Float | 0.35 | 0 to 10 | — |
| Bevel Depth | Float | 0.12 | 0 to 5 | — |
| Board Tone Variation | Float | 0.15 | 0 to 1 | — |
| Parquet Panel Size | Float | 1000 | 100 to 3000 | — |
| Frame Width | Float | 80 | 1 to 500 | — |
| Thickness Axis | Choice | z | — | x, y, z |
| Veneer Cut | Choice | rotary | — | rotary, sliced |
| Veneer Matching | Choice | none | — | none, book, slip, reverse_slip, four_way, diamond, reverse_diamond, box, sunburst |
| Leaf Width | Float | 180 | 1 to 1000 | — |
| Leaf Layout Offset | Float | 0 | -10000 to 10000 | — |
| Leaf Glue Seam | Float | 0.05 | 0 to 1 | — |
| Match Centre Along Grain | Float | 0 | -10000 to 10000 | — |
| Radial Leaf Count | Float | 12 | 8 to 16 | — |
| Cross Laminated | Integer | 1 | 0 to 1 | — |
| Panel Thickness | Float | 18 | 0.1 to 1000 | — |
| Ply Thickness | Float | 0 | 0 to 200 | — |
| Face Veneer Thickness | Float | 0 | 0 to 100 | — |
| Individual Ply Thicknesses | Text | (empty) | — | — |
| Individual Ply Materials | Text | (empty) | — | — |
| Glue Thickness | Float | 0.05 | 0 to 1 | — |
| Glue Colour | Colour | 0.12, 0.065, 0.025 | — | — |
| Light Band Level | Float | 1 | 0 to 4 | — |
| Dark Band Level | Float | 1 | 0 to 4 | — |
| Thickness Variation | Float | 0.07 | 0 to 0.2 | — |
| Layer Waviness | Float | 0.1 | 0 to 2 | — |
| Face Grain Angle | Float | 0 | -180 to 180 | — |
| Stack Centre | Float | 0 | -10000 to 10000 | — |
| Peeling Radius | Float | 100 | 10 to 1000 | — |
| Core Gaps | Float | 0 | 0 to 1 | — |
| Gap Width | Float | 4 | 0.01 to 25 | — |
| Core Strip Width | Float | 120 | 5 to 1000 | — |
| Core Overlaps | Float | 0 | 0 to 1 | — |
| Glue-Line Variation | Float | 0 | 0 to 1 | — |
| Glue Bleed | Float | 0 | 0 to 1 | — |
| Torn Edge Fibres | Float | 0 | 0 to 1 | — |
| Edge Breakout | Float | 0 | 0 to 1 | — |
| Chip Size | Float | 2 | 0.01 to 25 | — |
| Lathe Checks | Float | 0 | 0 to 1 | — |
| Defect Seed | Integer | 0 | 0 to 2147483648 | — |
| Chipped Face | Choice | both | — | positive, negative, both |
| Face Repairs | Float | 0 | 0 to 25 | — |
| Repair Length | Float | 60 | 4 to 150 | — |
| Repair Width | Float | 20 | 4 to 150 | — |
| Repair Irregularity | Float | 0.35 | 0 to 1 | — |
| Repair Glue Line | Float | 0.12 | 0.01 to 2 | — |
| Repair Seam Depth | Float | 0.05 | 0 to 1 | — |
| Repair Grain Mismatch | Float | 15 | 0 to 45 | — |
| Repair Seed | Integer | 0 | 0 to 1000000 | — |
| Repaired Faces | Choice | both | — | positive, negative, both |
| Repair Shape | Choice | mixed | — | mixed, oval, boat, round |
| Repair Placement | Choice | knots | — | knots, scattered |
| Knots Repaired | Float | 0 | 0 to 1 | — |
| Minimum Knot Size | Float | 10 | 0 to 100 | — |
| Seed | Integer | 0 | 0 to 1000000 (drag scale: 1000) | — |
| Log | Integer | 0 | 0 to 1000000 (drag scale: 100) | — |
| Board | Integer | 0 | 0 to 1000000 (drag scale: 100) | — |
| Part | Integer | 0 | 0 to 1000000 (drag scale: 100) | — |
| Sawmill Pattern | Choice | through | — | through, cant, quarter, rift, grade, plain_around |
| Board Thickness | Float | 27 | 5 to 200 | — |
| Board Width (2) | Float | 200 | 20 to 1500 | — |
| Part Axis | Choice | auto | — | auto, x, y, z |
| Part Length | Float | 1000 | 10 to 6000 | — |
| Override Mask | Integer | 0 | 0 to 255 | — |
| Override Offset | Float | 0 | -1000 to 1000 | — |
| Override Depth | Float | 0 | -1000 to 1000 | — |
| Override Lateral | Float | 0 | -1000 to 1000 | — |
| Override Along | Float | 0 | -6000 to 6000 | — |
| Override Slope | Float | 0 | -90 to 90 | — |
| Override Twist | Float | 0 | -180 to 180 | — |
| Override Face Flip | Float | 0 | 0 to 1 | — |
| Override End Flip | Float | 0 | 0 to 1 | — |
| Blank Offset | Float | 60 | 0 to 1000 | — |
| Blank Rotation | Float | 0 | -180 to 180 | — |
| Species Class | Choice | ring_porous | — | conifer_abrupt, conifer_gradual, ring_porous, semi_ring_porous, diffuse_porous |
| Density | Float | 680 | 300 to 1250 | — |
| Log Radius | Float | 250 | 60 to 1000 | — |
| Pith Offset | Float | 6 | 0 to 30 | — |
| Eccentricity | Float | 0.12 | 0 to 0.4 | — |
| Taper | Float | 0.004 | 0 to 0.02 | — |
| Spiral Grain | Float | 0.0003 | 0 to 0.03 | — |
| Sweep | Float | 15 | 0 to 60 | — |
| Ring Width | Float | 2 | 0.3 to 12 | — |
| Ring Variance | Float | 0.3 | 0 to 0.6 | — |
| Ring AR(1) | Float | 0.65 | 0 to 0.95 | — |
| Juvenile Rings | Float | 30 | 5 to 80 | — |
| Age Exponent | Float | 0.45 | 0 to 1 | — |
| Ring Wobble | Float | 0.25 | 0 to 0.6 | — |
| Ring Wobble Wavelength | Float | 40 | 10 to 200 | — |
| Latewood Fraction | Float | 0.6 | 0.05 to 0.8 | — |
| Latewood Sharpness | Float | 0.06 | 0.02 to 0.6 | — |
| False Ring Probability | Float | 0.03 | 0 to 0.2 | — |
| Heartwood Radius | Float | 0.8 | 0 to 1 | — |
| Heartwood Transition | Float | 2 | 0.5 to 6 | — |
| Height Growth Rate | Float | 300 | 100 to 800 | — |
| Knot Density | Float | 0.5 | 0 to 4 | — |
| Whorl Spacing | Float | 500 | 200 to 1200 | — |
| Knot Size | Float | 15 | 3 to 60 | — |
| Dead Knot Fraction | Float | 0.4 | 0 to 1 | — |
| Branch Growth Rate | Float | 150 | 50 to 500 | — |
| Pore Diameter | Float | 0.3 | 0 to 0.5 | — |
| Pore Spacing | Float | 0.6 | 0.1 to 2 | — |
| Pore Softness | Float | 0.07 | 0.02 to 0.2 | — |
| Pore Gate Start | Float | 0.15 | 0 to 1 | — |
| Pore Gate End | Float | 0.35 | 0 to 1 | — |
| Pore Colour | Colour | 0.025, 0.015, 0.008 | — | — |
| Pore Colour Strength | Float | 0 | 0 to 1 | — |
| Pore Rim Colour | Colour | 0.72, 0.69, 0.61 | — | — |
| Pore Rim Colour Strength | Float | 0 | 0 to 1 | — |
| Wood Bump Strength | Float | 1 | 0 to 4 | — |
| Coat Bump Strength | Float | 1 | 0 to 4 | — |
| Ray Spacing (wide) | Float | 4 | 0 to 20 | — |
| Ray Width (wide) | Float | 0.5 | 0.05 to 1.2 | — |
| Ray Height (wide) | Float | 25 | 1 to 60 | — |
| Ray Spacing (fine) | Float | 0.25 | 0.05 to 2 | — |
| Ray Width (fine) | Float | 0.03 | 0.01 to 0.2 | — |
| Ray Height (fine) | Float | 2 | 0.3 to 10 | — |
| Ray Waver | Float | 0.3 | 0 to 1 | — |
| Fibre Stretch | Float | 40 | 5 to 80 | — |
| Tracheid Scale | Float | 0.05 | 0.02 to 0.2 | — |
| Resin Density | Float | 0 | 0 to 1 | — |
| Resin Diameter | Float | 0.1 | 0.03 to 0.2 | — |
| Figure | Choice | none | — | none, curly, quilted, birdseye, interlocked |
| Figure Amplitude | Float | 0.25 | 0 to 1 | — |
| Figure Wavelength | Float | 6 | 2 to 40 | — |
| Figure Drift | Float | 0.3 | 0 to 1 | — |
| Interlock Rings | Float | 5 | 2 to 12 | — |
| Saw | Choice | none | — | none, circular, band, rough |
| Saw Amplitude | Float | 0.15 | 0 to 1 | — |
| Saw Pitch | Float | 2.5 | 0.5 to 8 | — |
| Blade Radius | Float | 200 | 100 to 300 | — |
| Planer Pitch | Float | 1.6 | 0 to 3 | — |
| Cutter Radius | Float | 50 | 40 to 60 | — |
| Sanding Grit | Integer | 180 | 0 to 600 | — |
| Sanding Completeness | Float | 1 | 0 to 1 | — |
| Sanding Angle | Float | 0 | -90 to 90 | — |
| Random Orbit | Integer | 0 | 0 to 1 | — |
| Tearout | Float | 0 | 0 to 1 | — |
| Wire Brush Depth | Float | 0 | 0 to 0.5 | — |
| Check Dryness | Float | 0 | 0 to 1 | — |
| Finish Preset | Choice | bare_planed | — | bare_planed, bare_rough, oil, hardwax, wax, shellac, lacquer, poly_water, poly_oil, conversion, french_polish, weathered, custom |
| Colourant | Choice | none | — | none, dye, pigment, gel, bleach, lime |
| Colourant Colour | Colour | 0.35, 0.18, 0.06 | — | — |
| Colourant Depth | Float | 1 | 0 to 3 | — |
| Film Thickness | Float | 0 | 0 to 200 | — |
| Film IOR | Float | 1.5 | 1.3 to 1.7 | — |
| Film Absorption | Colour | 1, 1, 1 | — | — |
| Coat Roughness | Float | 0.12 | 0 to 1 | — |
| Pore Fill | Float | 0 | 0 to 1 | — |
| Orange Peel Amplitude | Float | 0 | 0 to 10 | — |
| Orange Peel Wavelength | Float | 2 | 0.5 to 20 | — |
| Wear | Float | 0 | 0 to 1 | — |
| Wear Depth | Float | 0.5 | 0 to 2 | — |
| Colourant Penetration | Float | 0.1 | 0.001 to 1 | — |
| Wear Patchiness | Float | 0 | 0 to 1 | — |
| Wear Patch Size | Float | 80 | 0.5 to 4000 | — |
| Wear Seed | Integer | 0 | 0 to 1000000 | — |
| Age | Float | 0 | 0 to 1 | — |
| Exposure | Float | 1 | 0 to 1 | — |
| Stain Blotchiness | Float | 0 | 0 to 1 | — |
| Uneven Finish | Float | 0 | 0 to 1 | — |
| Patch Size | Float | 40 | 0.5 to 2000 | — |
| Treatment Seed | Integer | 0 | 0 to 1000000 | — |
| Sapwood Colour | Colour | 0.62, 0.5, 0.34 | — | — |
| Heartwood Colour | Colour | 0.42, 0.3, 0.17 | — | — |
| Aged Colour | Colour | 0.4, 0.27, 0.14 | — | — |
| Latewood Density Ratio | Float | 1.6 | 1 to 3.5 | — |
| Knot Colour Shift | Float | 1 | 0 to 2 | — |
| Ray Lightness | Float | 1 | 0 to 2 | — |
| Cell Diameter | Float | 0.02 | 0.012 to 0.045 | — |
| Quality | Float | 1 | 0.1 to 2 | — |
| Detail While Moving | Choice | auto | — | auto, full, simplified, raster |
| Filter Width Override | Float | 0 | 0 to 10 | — |
| Debug Output | Choice | none | — | 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 Version | Integer | 1 | 1 to 8 | — |
Outputs
| Socket | Type |
|---|---|
| Color | Colour |
| Roughness | Float |
| Anisotropy | Float |
| Tangent | Vector |
| Normal | Vector |
| Height | Float |
| Coat Weight | Float |
| Coat Roughness | Float |
| Coat Tint | Colour |
| Coat Normal | Vector |
| Subsurface Color | Colour |
| Subsurface Radius | Vector |
| Fibre Beta | Float |
| Fibre Strength | Float |
| Cavity | Float |
| Fibre Confidence | Float |
| Ring Phase | Float |
| Latewood | Float |
| Heart | Float |
| Pore | Float |
| Ray | Float |
| Resin | Float |
| Tracheid | Float |
| Knot | Float |
| Knot Bark | Float |
| Figure | Float |
| Check | Float |
| Wane | Float |
| Machine | Float |
| Layer | Float |
| Glue | Float |
| Void | Float |
| Panel Edge | Float |
| Defect | Float |
| Patch | Float |
| Placement (mm) | Vector |