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LuxRender Textures Blender

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Blender Procedurals

LuxRender includes an implementation of the procedural textures from Blender. This not only simplifies using LuxRender with Blender, but also allows LuxRender to use a powerful set of a textures to complement its own. Note that these textures are supported within LuxRender directly (thanks to GPL, that is possible). Blender itself does not generate these for Lux in any way, and you need not be using Blender to call them.

Blender Procedural Types

Blender Blend

blender blend texture

  • Output value: float


This is one of the most important procedural textures. You can use blend textures to blend other textures together (with Stencil) or to create special effects (especially with the Map Input: Nor trick). If you use a colour band to create a custom blending, you may have to use No RGB, if the Map To value needs an intensity input.


  • lin: a linear progression
  • quad: a quadratic progression
  • ease: a flowing, non-linear progression
  • diag: a diagonal progression
  • sphere: a progression with the shape of a three-dimensional ball
  • halo: a quadratic progression with the shape of a three-dimensional ball
  • flip XY: the direction of the progression is flipped a quarter turn

Blender Clouds

blender clouds texture

  • Output value: float


Clouds, Fire and Smoke. Also well suited to be used as bump map, giving an overall irregularity to the material.


  • default: standard noise, providing an intensity only
  • color: noise providing an RGB value
  • soft noise/hard noise: changes the contrast and sharpness
  • noisesize: the dimension of the noise table
  • noisedepth: the depth of the cloud calculation - a higher number results in a long calculation time, but also in finer details

Blender Distorted Noise

blender distorted noise texture

  • Output value: float


Often used for: grunge, very complex and versatile materials.


  • distortion noise: the texture to use to distort another
  • noise basis: the texture to be distorted
  • noise size: the size of the noise generated
  • distortion amount: the amount to which distortion noise affects noise basis

Blender Magic

blender magic texture

  • Output value: float


This texture could be used for "Thin Film Interference" if you use it on a specular material channel using a relatively high Turbulence.


  • depth: the depth of the calculation - a higher number results in a long calculation time, but also in finer details
  • turbulence: the strength of the pattern

Blender Marble

blender marble texture

  • Output value: float


Often used for marble, fire, noise with a structure.


  • soft/sharp/sharper: three pre-sets, varying from soft to more clearly defined marble
  • soft noise/hard noise: alternative methods for the noise function
  • noisesize: the dimensions of the noise table
  • noisedepth: the depth of the marble calculation - a higher value results in finer details, but longer calculation time
  • turbulence: the turbulence of the sine bands.

Blender Musgrave

blender musgrave texture

  • Output value: float


Often used for organic materials, although the texture is so flexible you can do almost anything with it.


This procedural texture has five noise types on which the resulting pattern can be based, which are:

  • fBm
  • Hetero Terrain
  • Hybrid Multifractal
  • Ridged Multifractal
  • Multifractal

These noise types determine the manner in which the program layers successive copies of the same pattern on top of each other at varying contrasts and scales.

In addition to the five noise types, musgrave has a noise basis setting which determines the algorithm that generates the noise itself. These are the same noise basis options found in the other procedural textures.

The main noise types have four characteristics They are:

  • H (Fractal Dimension) - Range 0 to 2)

Fractal dimension controls the contrast of a layer relative to the previous layer in the texture. The higher the fractal dimension, the higher the contrast between the layers, and thus the more detail will show in the texture.

  • Lacu (Lacuniarity) - Range 0 to 6)

Lacuniarity controls the scaling of each layer of the musgrave texture, meaning that each additional layer will have a scale that is the inverse of the value which shows on the button. i.e. Lacu = 2 -> Scale = 1/2 original

  • Octs (Octave) - Range 0 to 8)

Octave controls the number of times the original noise pattern is overlayed on itself and scaled/contrasted with the fractal dimension and lacuniarity settings.

The Hybrid Multifractal, Ridged Multifractal, and Hetero Terrain types have additional settings:

  • ofst (Fractal Offset)

All three types have a Fractal Offset button labeled Ofst. This serves as a "sea level" adjustment and indicates the base height of the resulting bump map. Bump values below this threshold will be returned as zero.

  • gain

Hybrid Multifractal and Ridged Multifractal both have a gain setting which determines the range of values created by the function. The higher the number, the greater the range. This is a fast way to bring out additional details in a texture where extremes are normally clipped off.

Blender Noise

blender noise texture

  • Output value: float


This texture can be used for white noise in an animation. It is not well suited for other uses. For material roughness, use the clouds texture instead.


This texture does not have configurable parameters.

Blender Stucci

blender stucci texture

  • Output value: float


Stone, asphalt, oranges and also as a bump map to create grainy surfaces.


  • plastic: the standard stucci texture
  • wall in, wall out: a typical wall stucco effect with holes or bumps
  • soft noise/hard noise: alternative noise types
  • noisesize: the dimension of the noise table
  • turbulence: the depth of the stucci calculations

Blender Voronoi

blender voronoi texture

  • Output value: float


This can be used to create very convincing metals (especially the hammered effects) and organic shaders (e.g. scales, veins in skin).


This texture has seven Distance Metric options. These determine the algorithm to find the distance between cells of the texture. The options are:

  • Minkovsky
  • Minkovsky 4
  • Minkovsky 1/2

The Minkovsky setting has a user definable value which determines the exponent (e) of the distance function (x^e + y^e + z^e)^(1/e). A value of one produces the Manhattan distance metric, a value less then one produces stars and higher values produce square cells. So all distance settings are basically the same - variations of Minkowsky.

Different shaped cells in the texture can also be obtained by using the other four settings:

  • Chebychev: irregularly-sized square cells
  • Manhattan: randomly-positioned diamond shaped cells
  • Actual Distance/Distance Squared: irregularly-shaped rounded cells

Four Worley constants are used to calculate the distances between each cell in the texture, based on the distance metric. Adjusting these values can have some interesting effects on the end result. Check the Samples Gallery for some examples of these settings and what textures they produce.

Four different noise basis types can be used as methods to calculate colour and intensity of the texture output. This gives the Voronoi textures created with the Worley Sliders a completely different appearance. The noise basis settings are equivalent to the noise basis setting found on the other textures.

Blender Wood

blender wood texture

  • Output value: float


This texture is particularly suited for wood materials.


  • bands: the standard wood texture
  • rings: this suggests wood rings
  • bandnoise: gives the standard wood texture a certain degree of turbulence
  • ringnoise: gives the rings type a certain degree of turbulence
  • soft noise/hard noise: two noise methods
  • noisesize: the dimension of the noise table
  • turbulence: the turbulence of the bandnoise and ringnoise types

Noise Types

Each noise-based Blender texture (with the exception of Voronoi and simple noise) has a noise basis setting that defines which algorithm is used to generate the texture. The Noise Basis settings makes the procedural textures (and especially Musgrave) extremely flexible.

The noise basis governs the structural appearance of the texture.

Back to textures overview