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LuxRender Textures Lux

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LuxRender Procedurals

In addition to the Blender Textures, LuxRender support a number of its own procedural textures. (Note: some exporters have imagemap grouped with the Lux procedurals). These also include special textures for mixing or altering other textures, namely the mix, scale, band, and multi mix textures.

LuxRender Procedural Types

Add

  • Output value: float or color
Add texture using a blue and an orange texture

The Add texture mixes two textures by adding the color/grey scale values together. For example, if the same area in both textures uses the color value 0.4 (grey), the resulting color will be 0.8 (white) in that area.

Band

  • Output value: float, color or fresnel

Band allows for a gradient to be generated using "stops" which can be colors/floats or textures. The "mix amount" value defines where on the gradient the texture's final output value will be taken. You can use blender_blend from 0-1 on the mix amount to output the entire gradient.

To understand this texture, it may help to think of the regular mix texture as a gradient editor as well. Mix would be like a gradient editor that can only have 2 stops, which are stuck at either end of the gradient. Band, however, allows however many stops you want, placed wherever you want. Either way, you sample a single point on the gradient. So texturing mix amounts allows you to change which point is sampled depending on the location on the texture.

Bilerp

  • Output value: float, color or fresnel
bilerp texture using uv and spherical mapping

The bilerp texture takes four colours as input and interpolates the colours in between. It can use uv, planar, cylindrical and spherical mapping.

Brick

  • Output value: float or color
Examples of brick textures


The brick texture generates a 3D projection of a tiled brick-and-mortar pattern.
The parameters can be changed to simulate a variety of common brick and tile installations that have a repeating pattern.
Note: it does not cross corners or handle curved surfaces in a realistic way.

Parameters

  • Bond type: choice of 7 patterns: chain link, basket, herringbone, english, flemish, stacked, running
    • 5 wall patterns
      • chain link, english, flemish, stacked, running
      • show on the object's x-by-z faces by default (results dependent on object or global selected in Texture Transform coordinates).
      • use Texture Transform, Object Coords, Rotate to move the texture to the desired object face
    • 3 floor patterns
      • herringbone, basket, stacked
      • show on the object's x-by-y faces by default (results dependent on object or global selected in Texture Transform coordinates).
      • use Texture Transform, Object Coords, Rotate to move the texture to the desired object face
  • Width: length of brick (longest edge of brick by default)
  • Height: row size of brick (stacking height per brick)
  • Depth: size of brick face that is covered when stacked (buried inside the surface)
  • Mortar size: width of mortar line between bricks
  • Bevel: ?
  • brickrun: amount of linear offset down the row between adjacent rows
    • only works for running, english, flemish
    • for the correct pattern, flemish brickrun must be 0.75
  • bricktex: color or texture of exposed brick face
  • brickmodtex: modulation texture of brick face--sampled randomly for each brick to pick a color that will modify bricktex--use it to break up color uniformity by creating a field of bricks with varying shades or colors
  • mortartex: color or texture of exposed mortar lines

Checkerboard

  • Output value: float or color
2d and 3d checkerboard texture

This texture generates a two- or three-dimensional checkerboard pattern.

Parameters

  • 2d/3d: switches between the two- and threedimensional patterns
  • closedform/supersample: anti aliasing algorithms for the 2d pattern
  • uv: base the pattern on the object's uv texture mapping
  • cylindrical: use a cylindrical projection (2d pattern)
  • spherical: use a spherical projection (2d pattern)
  • planar: use a planar projection (2d pattern)
  • Ud/Vd: offset values for the planar projection

Cloud

  • Output value: float only

This texture creates a 3D volumetric cloud.

Parameters

  • radius: overall cloud radius inside the base cube
  • noisescale: strength of the noise
  • turbulence: size of the noise displacement
  • sharpness: noise sharpness - increase for more spikey appearance
  • noiseoffset: offset value for noise pattern
  • numspheres: count of spheres for cumulus cloud generation
  • octaves: the range of noise frequencies - higher values create more *omega: the amount of noise per octave
  • variability: amount of extra noise
  • baseflatness: the strength of the flattening effect on the bottom of the cloud
  • spheresize: size of spheres for cumulus cloud generation

Dots

dots texture

  • Output value: float only

This texture creates a grid of dots, each of which has a 50% chance of being displayed.

Parameters

  • uv: base the pattern on the object's uv texture mapping
  • cylindrical: use a cylindrical projection
  • spherical: use a spherical projection
  • planar: use a planar projection
  • ud/vd: offset values for the planar projection

FBm

fbm texture

  • Output value: float only

The FBm (fractal Brownian motion) texture generates fractal noise, which is very suitable for use as a bump map.

Parameters

  • roughness: the noise roughness - low values generate smooth shapes, higher values add detail
  • octaves: the range of noise frequencies - higher values create more detailed patterns

Harlequin

harlequin texture

  • Output value: color only

This texture assigns a colour to each face, which can be useful for checking mesh subdivisions.

Marble

marble texture

  • Output value: color only

The marble texture generates a marble pattern by distorting a layer pattern.

Parameters

  • octaves: the range of noise frequencies
  • roughness: the amount of noise
  • noisescale: the scale of the noise
  • variation: additional variation in the pattern by offsetting through the marble layers

Mix

mix texture, mixing a checkerboard with a solid red colour

  • Output value: float, color or fresnel

The mix texture mixes textures by taking the average of their colour values. The proportion between the two source textures can be defined by the user.

Multi Mix

  • Output value: float, color or fresnel

The multi mix texture can combine and scale an arbitrary number of textures. Each input texture has a weight of 0-1 for the final mix. These weights need not add up to 1, so you can easily create a "stack" of textures, which can be useful for bump or displacement mapping.

Scale

scale texture, scaling a checkerboard with a solid red colour

  • Output value: float or color

The scale texture mixes textures by multiplying their colour values, where black is zero and white is one.

UV

uv texture

  • Output value: color only

The UV procedural texture is intended to clearly display UV mapping. A red gradient is used for the U direction, while a green gradient indicates the V direction.

Windy

windy waves texture

  • Output value: float only

The windy (or windy waves) texture is intended as a bump map or displacement map for waves. It is based on the FBm material and does not have any adjustable parameters.

Wrinkled

wrinkled texture

  • Output value: float only

The wrinkled texture generates turbulence noise, which is very suitable for use as a bump map.

Parameters

  • roughness: the noise roughness - low values generate smooth shapes, higher values add detail
  • octaves: the range of noise frequencies - higher values create more detailed patterns

Back to textures overview