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Texture Nodes

Image Texture

Use image file as texture.

Image Datablock
Image datablock used as 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.
Projection
Projection to use for mapping the textures. Flat will use the XY coordinates for mapping. Box will map the image to the 6 sides of a virtual box, based on the normal, using XY, YZ and XYZ coordinates depending on the side.
Projection Blend
For 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 will be used.
Color output
RGB color from image. If the image has alpha, the color will be premultiplied with alpha if the Alpha output is used, and unpremultiplied if the Alpha output is not used.
Alpha output
Alpha channel from image.

Environment Texture

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

Image Datablock
Image datablock used as 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 will be mapped as environment with the Z axis as up.
Color output
RGB color from image. If the image has alpha, the color will be 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

Procedural sun-sky texture.

Sun Direction
Sun direction vector.
Turbidity
Cloudiness of the sky.
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

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

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.
Detail input
Amount of noise detail.
Distortion input
Amount of distortion.
Color output
Texture color output.
Fac output
Texture intensity output.

Voronoi Texture

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.

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

A gradient texture.

Type
The gradient could 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

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

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 checkers.
Scale input
Overall texture scale.
Color output
Texture color output.
Fac output
Checker 1 mask (1 = Checker 1).

Brick Texture

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).