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Noduri pentru Textura

Image Texture

Textura imagine de la GoodTextures.com

Foloseste un fisier imagine ca textura.

Image Datablock
Blocul de date pentru imagine folosit ca sursa pentru imagine. Deocamdata nu poate fi folosit orice tip de imagine in Blender cu Cycles. In particular, imaginile generate, impachetate (packed) sau animatiile nu pot fi folosite.
Projection
Proiectia folosita pentru maparea texturilor. Flat va folosi coordonatele XY coordinates pentru mapare. Box va mapa imaginea pe cele 6 suprafete ale unei cutii virtuale, in functie de normala, folosind coordonatele XY, YZ si XYZ.
Projection Blend
Pentru maparea... pe un cub (Box mapping), the amount to blend between sides of the box, to get rid of sharp transitions between the different sides. Blending is useful to map a procedural-like image texture pattern seamlessly on a model. 0.0 gives no blending; higher values give a smoother transition.
Color Space
Type of data that the image contains, either Color or Non-Color Data. For most color textures the default of Color should be used, but in case of e.g. a bump or alpha map, the pixel values should be interpreted as Non-Color Data, to avoid doing any unwanted color space conversions.
Vector input
Texture coordinate for texture lookup. If this socket is left unconnected, UV coordinates from the active UV render layer are used.
Color output
RGB color from image. If the image has alpha, the color is premultiplied with alpha if the Alpha output is used, and unpremultiplied or straight if the Alpha output is not used.
Alpha output
Alpha channel from image.

Environment Texture

HDR image from OpenFootage.net

Use an environment map image file as a texture. The environment map is expected to be in Latitude/Longitude or 'latlong' format.

Image Datablock
Image datablock used as the image source. Currently not all images supported by Blender can be used by Cycles. In particular, generated, packed images or animations are not supported currently.
Color Space
Type of data that the image contains, either Color or Non-Color Data. For most color textures the default of Color should be used, but in case of e.g. a bump or alpha map, the pixel values should be interpreted as Non-Color Data, to avoid doing any unwanted color space conversions.
Vector input
Texture coordinate for texture lookup. If this socket is left unconnected, the image is mapped as environment with the Z axis as up.
Color output
RGB color from the image. If the image has alpha, the color is premultiplied with alpha if the Alpha output is used, and unpremultiplied if the Alpha output is not used.
Alpha output
Alpha channel from image.

Sky Texture

Sky Texture

Procedural Sky texture.

Sky Type
Sky model to use (Preetham or Hosek / Wilkie).
Sun Direction
Sun direction vector.
Turbidity
Atmospheric turbidity. (2: Arctic like, 3: clear sky, 6: warm/moist day, 10: hazy day)
Ground Albedo
Amount of light reflected from the planet surface back into the atmosphere. (RGB 0,0,0 is black, 1,1,1 is white).
Vector
Texture coordinate to sample texture at; defaults to Generated texture coordinates if the socket is left unconnected.
Color output
Texture color output.

Noise Texture

Noise Texture with high detail

Procedural Perlin noise texture, similar to the Clouds texture in Blender Internal.

Vector input
Texture coordinate to sample texture at; defaults to Generated texture coordinates if the socket is left unconnected.
Scale input
Overall texture scale.
Detail input
Amount of noise detail.
Distortion input
Amount of distortion.
Color output
Texture color output.
Fac output
Texture intensity output.

Wave Texture

Default wave texture

Procedural bands or rings texture with noise distortion.

Type
Bands or Rings shaped waves.
Vector input
Texture coordinate to sample texture at; defaults to Generated texture coordinates if the socket is left unconnected.
Scale input
Overall texture scale.
Distortion input
Amount of distortion of the wave (similar to the Marble texture in Blender Internal).
Detail input
Amount of distortion noise detail.
Detail Scale input
Scale of distortion noise.
Color output
Texture color output.
Fac output
Texture intensity output.

Voronoi Texture

Voronoi texture, type: Intensity
Voronoi texture, type: Cells

Procedural texture producing Voronoi cells.

Type
Intensity or Cells output.
Vector input
Texture coordinate to sample texture at; defaults to Generated texture coordinates if the socket is left unconnected.
Scale input
Overall texture scale.
Color output
Texture color output.
Fac output
Texture intensity output.

Musgrave Texture

Advanced procedural noise texture. Note that it often needs some adjustments (multiplication and addition) in order to see more detail.

Nodes for the image to the right
Remapped Musgrave texture such that most values are visible
Type
Multifractal, Ridged Multifractal, Hybrid Multifractal, fBM, Hetero Terrain.
Vector input
Texture coordinate to sample texture at; defaults to Generated texture coordinates if the socket is left unconnected.
Scale input
Overall texture scale.
Detail input
Amount of noise detail.
Dimension input
TBD
Lacunarity input
TBD
Offset input
TBD
Gain input
TBD
Color output
Texture color output.
Fac output
Texture intensity output.

Gradient Texture

Gradient texture using object coordinates

A gradient texture.

Type
The gradient can be Linear, Quadratic, Easing, Diagonal, Spherical, Quadratic Sphere or Radial.
Vector input
Texture coordinate to sample texture at; defaults to Generated texture coordinates if the socket is left unconnected.
Color output
Texture color output.
Fac output
Texture intensity output.

Magic Texture

Magic texture: Depth 10, Distortion 2.0

Psychedelic color texture.

Depth
Number of iterations.
Vector input
Texture coordinate to sample texture at; defaults to Generated texture coordinates if the socket is left unconnected.
Distortion input
Amount of distortion.
Color output
Texture color output.
Fac output
Texture intensity output.

Checker Texture

Default Checker texture

Checkerboard texture.

Vector input
Texture coordinate to sample texture at; defaults to Generated texture coordinates if the socket is left unconnected.
Color1/2 input
Color of the checkers.
Scale input
Overall texture scale.
Color output
Texture color output.
Fac output
Checker 1 mask (1 = Checker 1).

Brick Texture

Brick texture: Colors changed, Squash 0.62, Squash Frequency 3.

Procedural texture producing Bricks.

Options
Offset
Determines the brick offset of the various rows.
Frequency
Determines the offset frequency. A value of 2 gives a even/uneven pattern of rows.
Squash
Amount of brick squashing.
Frequency
Brick squashing frequency.
Sockets
Color 1/2 and Mortar
Color of the bricks and mortar.
Scale
Overall texture scale.
Mortar Size
The Mortar size; 0 means no Mortar.
Bias
The color variation between Brick color 1 / 2. Values of -1 and 1 only use one of the two colors; values in between mix the colors.
Brick Width
The width of the bricks.
Row Height
The height of the brick rows.
Color output
Texture color output.
Fac output
Mortar mask (1 = mortar).