Scene file format 0.8 - LuxRender Wiki
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Scene file format 0.8

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Contents

Light

General Syntax:

LightSource TYPE <parameters>

Where TYPE in one of the following:

  • area
  • distant
  • goniometric
  • infinite
  • point
  • projection
  • sky
  • spot
  • sun

There is no default type.

For convenience, it's possible to specify the sunsky light which automatically creates a sun and sky light with the same parameters.

Examples

Here are some examples of light declarations:

Type Code
Point Texture "pL" "color" "blackbody" "float temperature" [6500.0]
LightSource "point" "texture L" ["pL"] "float gain" [1.0]
Spot Texture "Spots::L" "color" "blackbody" "float temperature" [3200.00]
LightSource "spot" "point from" [0 0 0] "point to" [0 0 -1] "float coneangle" [70] "float conedeltaangle" [5]
   "texture L" ["Spots::L"] "float gain" [1.50]

Common Light Parameters

These parameters are applicable to all light plugins:

name type description default value
importance float It is part of the Rendering Hints framework. It is a user defined value > 0.0. It can be used by a light strategy as weight for choosing which light source to sample more (available since v0.7). 1.0

Specific Light Parameters

These parameters are specific to individual light plugins:

name type description default value
area::L color The color of the light. 1 1 1
area::nsamples integer The suggested number of shadow samples when computing illumination from the given light. 1
distant::L color The color of the light. 1 1 1
distant::from/to point The two points defining the light direction. Default is down the z axis. 0 0 0 and 0 0 1
goniometric::I color The color of the light 1 1 1
goniometric::mapname string The filename of the goniometric file (goniometric diagram of light distribution) no default
infinite::L color The color of the light. 1 1 1
infinite::nsamples integer The suggested number of shadow samples when computing illumination from the given light. 1
infinite::mapname string The filename of the environment map for an infinite area light. If not provided, a solid color is used. no default
point::I color The color of the light. 1 1 1
point::from point The location of the point light. 0 0 0
projection::I color The color of the light. 1 1 1
projection::fov float The field of view in terms of angular spread along the shorter image axis. 45
projection::mapname string The filename of the image to project. required - no default
sky::gain float Gain (aka scale) factor to apply to sun/skylight. 0.005
sky::nsamples integer The suggested number of shadow samples when computing illumination from the given light. 1
sky::sundir vector Direction vector of the sun. 0 0 1
sky::turbidity float Turbidity can go from 1.0 to 30+. 2-6 are most useful for clear days. 2.0
sky::aconst/bconst/cconst/dconst/econst float Perez function multiplicative constants. 1.0
spot::I color, texture The color of the light. 1 1 1
spot::from/to point Points defining the axis of the spot light. Default is down the z-axis. 0 0 0 and 0 0 1 respectively.
spot::coneangle float The angle in degrees of the spotlight cone. 30
spot::conedeltaangle float The angle at which the spotlight intensity starts to fade from the edge. 5
spot::gain float The intensity of the spot light  
sun::gain float Gain (aka scale) factor to apply to sun/skylight. 0.005
sun::nsamples integer The suggested number of shadow samples when computing illumination from the given light. 1
sun::sundir vector Direction vector of the sun. 0 0 -1
sun::turbidity float Turbidity can go from 1.0 to 30+. 2-6 are most useful for clear days. 2.0
sun::relsize float Relative size to the sun. 1.0

Shape

Here are the shape types. Each one is a separate plugin.

  • cone
  • cylinder
  • disk
  • heightfield
  • hyperboloid
  • lenscomponent
  • loopsubdiv
  • nurbs
  • paraboloid
  • plymesh
  • sphere
  • trianglemesh
  • mesh

Specific Shape Parameters

These parameters are specific to individual shape plugins. There are no common parameters.

Cone

name type description default value
cone::radius float The radius of the cone. 1.0
cone::radius2 float The radius of the cone upper face in case of a cone frustum (available since v0.7). 0.0
cone::height float The height of the cone - along the z axis 1.0
cone::phimax float The angle (degrees) swept out by the cone round its circular base 360.0

Cylinder

name type description default value
cylinder::radius float The radius of the cylinder 1.0
cylinder::zmin float The position of the bottom of the cylinder along the z axis -1.0
cylinder::zmax float The position of the top of the cylinder along the z axis 1.0
cylinder::phimax float The angle (in degrees) swept out by the cylinder 360.0

Disk

name type description default value
disk::height float The location of the disk (which is flat) along the z-axis 0.0
disk::radius float The radius to the outer rim of the disk 1.0
disk::innerradius float The radius to the inner rim of the disk - defines a "hole" in the disk 0.0
disk::phimax float The angle (degrees) swept out by the disk 360.0

Height Field

name type description default value
heightfield::nu integer Number of points in the u axis none - must be specified
heightfield::nv integer Number of points in the v axis none - must be specified
heightfield::Pz float[nu*nv] The height of each point in the grid none - must be specified

Hyperboloid

name type description default value
hyperboloid::p1 point The hyperboloid lies between p1 and p2. Here p1 defines the start of the hyperboloid 0 0 0
hyperboloid::p2 point The hyperboloid lies between p1 and p2. Here p2 defines the end of the hyperboloid 0 0 0
hyperboloid::phi float The angle (in degrees) swept out by the hyperboloid 360.0

Subdivision Surfaces

name type description default value
loopsubdiv::nlevels integer The level of subdivision applied to the base mesh 3
loopsubdiv::indices integer[n] Indices of the cage mesh - using the same format as used in the triangle primitive none - must be specified
loopsubdiv::P point[n] Vertex positions of the cage mesh - using the same format as used in the triangle primitive none - must be specified
loopsubdiv::uv float[2*n] Vertex texture coordinates of the cage mesh - using the same format as used in the triangle primitive none - optional
loopsubdiv::displacementmap string The name of a float texture to use as displacement map none - optional
loopsubdiv::dmscale float Scale the output of displacement map by the specified value (use negative value in order to invert the map) 0.1
loopsubdiv::dmoffset float Translate the output of displacement map by the specified value 0.0
loopsubdiv::dmnormalsmooth bool Interpolate normals in order to get a smooth output true
loopsubdiv::dmsharpboundary bool The output mesh will have the same boundary of the cage mesh if this flag is true, otherwise the boundary will be interpolated as well false

Lens Component

This shape is primarily used by the realistic camera. Lens are approximated by a sphere section.

name type description default value
lenscomponent::radius float The radius of the sphere 1.0
lenscomponent::zmin float The position of the bottom of the sphere along the z axis -radius
lenscomponent::zmax float The position of the top of the sphere along the z axis radius
lenscomponent::phimax float The angle (in degrees) swept out by the sphere 360.0
lenscomponent::aperture float The aperture of the lens 1.0

NURBS

name type description default value
nurbs::nu integer Sets the number of control points in the u direction none - must be specified
nurbs::nv integer Sets the number of control points in the v direction none - must be specified
nurbs::uorder integer The order (surface degree + 1) in the u direction Defines how many nearby control points affect each control point none - must be specified
nurbs::vorder integer The order (surface degree + 1) in the v direction. Defines how many nearby control points affect each control point none - must be specified
nurbs::uknots float[nu+uorder] (eg. if nu = 2 and uorder = 2 we have a float[4] such as (1,1,1,1)) The knot vector in the u direction none - must be specified
nurbs::vknots float[nv+vorder] The knot vector in the v direction none - must be specified
nurbs::u0/nurbs::v0 float The u and v coordinates from which NURB surface evaluation starts uknots[uorder-1]/vknots[vorder-1]
nurbs::u1/nurbs::v1 float The u and v coordinates from which NURB surface evaluation ends uknots[nu]/vknots[nv]
nurbs::P point[nu*nv] P specifies regular control points on the NURBS surface none - one of either P or Pw must be specified
nurbs::Pw float[4*nu*nv] Pw specifies rational control points on the surface which include a weight value for each control point none - one of either P or Pw must be specified

Paraboloid

name type description default value
paraboloid::radius float The radius of the paraboloid 1.0
paraboloid::zmin float The position of the bottom the paraboloid along the z axis 0.0
paraboloid::zmax float The position of the top the paraboloid along the z axis 1.0
paraboloid::phimax float The angle (in degrees) swept out by the paraboloid 360.0

PLY Mesh Loader

name type description default value
plymesh::filename string The .ply filename to load none
plymesh::smooth bool Toggles smoothing of the mesh faces false

Plymesh example:

AttributeBegin # Plymodel
     NamedMaterial "plymodel"
     Shape "plymesh"
     "string filename" ["c:\\blender\\models\\plymesh.ply"]
AttributeEnd

Sphere

name type description default value
sphere::radius float The radius of the sphere 1.0
sphere::zmin float The position of the bottom of the sphere along the z axis Set to - sphere::radius
sphere::zmax float The position of the top of the sphere along the z axis Set to - sphere::radius
sphere::phimax float The angle (in degrees) swept out by the sphere 360.0

Triangle Mesh

There are two types of triangle mesh: barytrianglemesh and waldtrianglemesh. Both have the same below parameters but waldtrianglemesh uses a better intersection algorithm. Using only trianglemesh defaults to the barytrianglemesh which is better tested.

name type description default value
trianglemesh::indices integer[n] An array indexing the triangles found in the P array. The three vertices of the ith triangle are given by 3i, 3i+1, 3i+2. This provides the ordering of the triangles none - must be specified
trianglemesh::P point[n] An unordered list of vertex positions in the triangle mesh. Ordered with trianglemesh::indices none - must be specified
trianglemesh::N normal[n] Per vertex normals over the triangle mesh none - optional
trianglemesh::S vector[n] Tangents given at each vertex. Tangents are perpendicular to normals none - optional (deprecated)
trianglemesh::uv float[2*n] Texture coordinates (per vertex) none - optional
trianglemesh::st float[2*n] Texture coordinates (per vertex) none - optional

Mesh

Available since v0.6.

name type description default value
mesh::N normal[n] Per vertex normals over the mesh none - optional
mesh::P point[n] An unordered list of vertex positions in the mesh. none - must be specified
mesh::acceltype string Accelerator structure to use (auto, bruteforce, grid, kdtree, none, qbvh) "auto"
mesh::displacementmap string Name of the texture used for the displacement none - optional
mesh::dmscale float Scale of the displacement (for an LDR map, this is the maximum height of the displacement in meter) 0.1
mesh::dmoffset float Offset of the displacement 0
mesh::dmnormalsmooth bool Smoothing of the normals of the subdivided faces true
mesh::dmsharpboundary bool Try to preserve mesh boundaries during subdivision false
mesh::nsubdivlevels integer Number of subdivision levels 0
mesh::quadindices integer[4*q] An array indexing the quadrilaterals found in the P array. The three vertices of the ith quadrilateral are given by 4i, 4i+1, 4i+2, 4i+3. This provides the ordering of the quadrilaterals none - must be specified
mesh::quadtype string Select the intersection routine used for quadrilaterals (quadrilateral) "quadrilateral"
mesh::subdivscheme string Subdivision algorithm (loop) "loop"
mesh::triindices integer[3*t] An array indexing the triangles found in the P array. The three vertices of the ith triangle are given by 3i, 3i+1, 3i+2. This provides the ordering of the triangles none - must be specified
mesh::tritype string Select the intersection routine used for triangles (auto, bary, wald) "auto"
mesh::uv float[2*n] Texture coordinates (per vertex) none - optional


Volume

These volume types are deprecated! Instead you should use normal shapes with Interior/Exterior defined

Here are the volume types. There is not default type.

  • exponential
  • homogenous
  • volumegrid

Common Volume Parameters

Here are the common parameters for volumes.

name type description default value
sigma_a colour The absorption cross section. 0
sigma_s colour The scattering cross section. 0
g float The phase function asymmetry parameter. 0
Le colour The volume's emission spectrum. 0
p0 point One corner of the bounding box defining the volume calculations. 0 0 0
p1 point The second corner of the bounding box defining the volume calculations. 1 1 1

Specific Volume Parameters

These parameters are specific to individual volume plugins:

name type description default value
exponential::a/b float exponential::a and exponential::b are the parameters in the ae^{-bh} formula 1
exponential::updir vector The "up" direction along which to compute height. (0,1,0)
volumegrid::nx/ny/nz integer Each of these parameters denote the number of voxels in the x,y and z directions respectively. 1
volumegrid::density float[nx*ny*nz] The array of density values. 0

Material

Here are the material types.

  • carpaint
  • glass
  • glass2
  • glossy
  • glossytranslucent
  • glossy_lossy (deprecated)
  • matte (default)
  • mattetranslucent
  • metal
  • mirror
  • mix
  • null
  • roughglass
  • shinymetal
  • scatter
  • velvet

Glossy_lossy is deprecated and should not be used. Glossy should be used instead.

Common Material Parameters

Here are the common parameters for materials. Note that float and color textures are described in the 'Texture' section.

name type description default value
bumpmap float texture The floating-point texture for use as a bump map None

Integrator Dependant Parameters

The following material parameters are available on all materials for the stated Integrators:

name type integrator description default value
compo_visible_material bool distributedpath XXX true
compo_visible_emission bool distributedpath XXX true
compo_visible_indirect_material bool distributedpath XXX true
compo_visible_indirect_emission bool distributedpath XXX true
compo_override_alpha bool distributedpath Override the alpha value in the output image for hits on this material false
compo_override_alpha_value float distributedpath Value to set alpha to when overridden 0.0

Specific Material Parameters

These parameters are specific to individual material plugins.

Car Paint

The available names for the carpaint material are:

  • "ford f8"
  • "polaris silber"
  • "opel titan"
  • "bmw339"
  • "2k acrylack"
  • "white"
  • "blue"
  • "blue matte"

Other parameters are only necessary if no name given.

name type description default value
carpaint::name string The name of the car paint model to use "ford f8"
carpaint::Kd spectrum texture Diffuse component "ford f8" data
carpaint::Ks1 / carpaint::Ks2 / carpaint::Ks3 spectrum texture Specular component of layers "ford f8" data
carpaint::R1 / carpaint::R2 / carpaint::R3 float texture Fresnel constants of layers "ford f8" data
carpaint::M1 / carpaint::M2 / carpaint::M3 float texture Microfacet roughness of layers "ford f8" data

Glass

name type description default value
glass::Kr color, texture The reflectivity of the surface [1.0 1.0 1.0]
glass::Kt color, texture Fraction of light transmitted through the surface [1.0 1.0 1.0]
glass::index float, texture The index of refraction for the glass surface 1.5
glass::cauchyb float, texture Cauchy B coefficient 0.0
glass::film float, texture The thickness in nanometers of the thin film coating (0.0 disables) on the surface 0.0
glass::filmindex float, texture The index of refraction of the thin film coating on the surface 1.5
glass::architectural bool Disables refraction during transmission, improves rendering speed with thin sheets False

Glass2

name type description default value
glass2::architectural bool Disables refraction during transmission, improves rendering speed with thin sheets False
glasss2::dispersion bool Enables chromatic dispersion. Should be used with a volume that has a fresnel texture other than "constant" False

Glossy

name type description default value
glossy::Kd color texture The coefficient of diffuse reflection 0.5
glossy::Ks color texture The coefficient of specular reflection 0.5
glossy::Ka color texture The coefficient of absorption of the coating layer 0.0
glossy::uroughness float texture The roughness of the surface in the u direction 0.1
glossy::vroughness float texture The roughness of the surface in the v direction 0.1
glossy::d float texture The depth (thickness) of the coating layer for absorption effects. (0 = disables) 0.0
glossy::index float texture IOR of the coating. 0.0

GlossyTranslucent

name type description default value
glossytranslucent::Kd color texture The coefficient of diffuse reflection 0.5
glossytranslucent::Ks color texture The coefficient of specular reflection 0.5
glossytranslucent::Kt color texture The coefficient of transmission 1.0
glossytranslucent::Ka color texture The coefficient of absorption of the coating layer 0.0
glossytranslucent::uroughness float texture The roughness of the surface in the u direction 0.1
glossytranslucent::vroughness float texture The roughness of the surface in the v direction 0.1
glossytranslucent::d float texture The depth (thickness) of the coating layer for absorption effects. (0 = disables) 0.0
glossytranslucent::index float texture IOR of the coating. 0.0
glossytranslucent::onesided bool Disable seperate coating for backface True
glossytranslucent::backface_Ks color texture The coefficient of backface specular reflection 0.5
glossytranslucent::backface_Ka color texture The coefficient of absorption of the backface coating layer 0.0
glossytranslucent::backface_uroughness float texture The roughness of the backface surface in the u direction 0.1
glossytranslucent::backface_vroughness float texture The roughness of the backface surface in the v direction 0.1
glossytranslucent::backface_d float texture The depth (thickness) of the coating layer for backface absorption effects. (0 = disables) 0.0
glossytranslucent::backface_index float texture IOR of the backface coating. 0.0

Matte

name type description default value
matte::Kd color texture The diffuse reflectivity of the surface 1.0
matte::sigma float texture The sigma parameter in the Oren-Nayer shader in degrees. Zero for pure Lambertian reflection 0.0

MatteTranslucent

name type description default value
mattetranslucent::Kr color texture The diffuse reflectivity of the surface 1.0
mattetranslucent::Kt color texture The diffuse transmitivity of the surface 1.0
mattetranslucent::sigma float texture The sigma parameter in the Oren-Nayer shader in degrees. Zero for pure Lambertian reflection 0.0
mattetranslucent::energyconserving bool Enabling forces energy conservation by making Kt = Kt*(1-Kr) (the glossytranslucent material does not have a similar flag, it acts as though it was always enabled) False

Metal

These are the possible inbuilt metal names:

  • "amorphous carbon"
  • "silver"
  • "gold"
  • "copper"
  • "aluminium"
name type description default value
metal::name string The name of the desired inbuilt metal or nkdata file. 1.0
metal::uroughness float texture Roughness of the surface in the u direction from 0 to 1. Rough surfaces have blurry highlights 0.001
metal::vroughness float texture Roughness of the surface in the v direction from 0 to 1. Rough surfaces have blurry highlights 0.001

Mirror

name type description default value
mirror::Kr color texture The reflectivity of the mirror 1.0
glass::film float texture The thickness in nanometers of the thin film coating (0.0 disables) on the surface 0.0
glass::filmindex float texture The index of refraction of the thin film coating on the surface 1.5

Mix

name type description default value
mix::namedmaterial1 string The name of the first material to mix None
mix::namedmaterial1 string The name of the second material to mix None
mix::amount float texture The value or texture to mix by 0.5

Null

The Null material takes no options.

Rough Glass

name type description default value
roughglass::Kr color texture The reflectivity of the surface 1.0
roughglass::Kt color texture Fraction of light transmitted through the surface 1.0
roughglass::uroughness float texture Roughness of the surface in the u direction from 0 to 1. Rough surfaces have blurry highlights 0.001
roughglass::vroughness float texture Roughness of the surface in the v direction from 0 to 1. Rough surfaces have blurry highlights 0.001
roughglass::index float texture The index of refraction for the glass surface 1.5
roughglass::cauchyb float texture Cauchy B coefficient 0.0

Shiny Metal

name type description default value
shinymetal::uroughness float texture Roughness of the surface in the u direction from 0 to 1. Rough surfaces have blurry highlights 0.001
shinymetal::vroughness float texture Roughness of the surface in the v direction from 0 to 1. Rough surfaces have blurry highlights 0.001
shinymetal::Ks color texture The coefficient of glossy reflection 1.0
shinymetal::Kr color texture The coefficient of specular reflection 1.0
shinymetal::film float texture The thickness in nanometers of the thin film coating (0.0 disables) on the surface 0.0
shinymetal::filmindex float texture The index of refraction of the thin film coating on the surface 1.5

Scatter

name type description default value
scatter::Kd color texture Color of the material 1.0
scatter:g float texture Value from -1 to 1.0 that sets the asymmetry of the scattering 0.0

Velvet

name type description default value
velvet::Kd color texture Color of the material's fuzz 1.0
velvet:thickness float texture Height of the fuzz 0.10
velvet:p1 float texture Polynomial that influences the fuzz -2.0
velvet:p2 float texture Polynomial that influences the fuzz 20.0
velvet:p3 float texture Polynomial that influences the fuzz 2.0

Texture

General Syntax

	Texture NAME CLASS TYPE <values>

Where NAME is a quoted string, CLASS is one of color|float|spectrum|fresnel, and TYPE is one of the types listed below.

Textures are declared differently from what we have seen so far. An example of a texture declaration is:

	Texture "checks" "color" "checkerboard"

'checks' is the name given by the user to the texture. This name is arbitrarily chosen by the user to refer to in the material declaration. In order to tell a "matte" material to use a checkerboard texture for diffuse reflectivity, in this example you would type:

	Material "matte" "texture Kd" "checks"

Again, note that you refer to a texture, you type "texture param" "name" where param is the parameter you want the texture to modulate and name is the name you have assigned the texture. color refers to the texture type which can be "color" or "float". Note the US English spelling of the word.

Texture Types

There is no default texture type. The texture types are:

Type Description
band "Gradient" texture
bilerp The bilerp texture takes four colours as input and interpolates the colours in between. It can use uv, planar, cylindrical and spherical mapping.
blackbody Definition of the color temperature expressed in Kelvin. For example: Texture "LampTemp" "color" "blackbody" "float temperature" [6500]
brick The brick texture generates a 3D projection of a tiled brick-and-mortar pattern.
checkerboard A checkerboard. Useful to visualize the geometry flow.
constant A constant value for a color, expressed in [r g b], for example:
Texture "SolidColor" "color" "constant" "color value" [1.000 0.910 0.518]
dots This texture creates a grid of dots, each of which has a 50% chance of being displayed.
fbm Fractal Brownian Motion procedural texture that generates fractal noise. Very suitable for use as a bump map.
harlequin This texture assigns a color to each face, which can be useful for checking mesh subdivisions.
imagemap A texture defined with an external image.
marble Procedural marble.
mix A mix of two textures based on a third value that can be either a constant or bitmap-based.
multimix A mix of several textures based on a "weight table"
scale Used to mix (multiply) a bitmap with a color or another texture.
uv Used to clearly display UV mapping. A red gradient is used for the U direction, while a green gradient indicates the V direction.
windy Texture that is intended as a bump map or displacement map for waves.
wrinkled The wrinkled texture generates turbulence noise, which is very suitable for use as a bump map.
blender_clouds Blender clouds procedural noise.
blender_musgrave Blender Musgrave procedural noise.
blender_marble Blender Marvbble procedural noise.
blender_wood Blender Wood procedural noise.

Common Texture Parameters (2D)

Only 2D textures share any parameters: these are 'bilerp','imagemap','uv','checkerboard' and 'dots'. Note that checkerboard can also be a 3D texture and that u,v coordinates are used.

name type description default value
mapping string Texture mapping to use. Can be "uv", "spherical","cylindrical" or "planar". "uv"
uscale/vscale float The scaling of the u/v texture coordinates. Only applies to "uv" mapping. 1
udelta/vdelta float u/v offset for "planar" or "uv" texture mappings. 1
v1/v2 vector The two vectors that define the plane for "planar" mapping (1,0,0) and (0,1,0) respectively

Common Texture Paramaters (3D)

name type description default value
translate vector Translate transformation for 3D texture space 0 0 0
rotate vector Rotate transformation for 3D texture space 0 0 0
scale vector Scale transformation for 3D texture space 1 1 1

Specific Texture Parameters

These parameters are specific to individual texture plugins:

name type description default value
band::amount float/float texture Selects a value in the gradient. Best suited to be used with a float texture which will "pick" a value in the gradient for a certain pixel.
band::offsets float array Ascending list of indexes that indicate the position of each color/texture in the gradient .
band::tex* color/texture Array of colors or textures in corresponding to the above offsets. tex1 is bound to the first offset, tex2 to the second etc.
constant::value color/float texture The constant value of this texture. 1
scale::tex1/tex2 color/float texture The textures to multiply by the "scale" texture 1
mix::tex1/tex2 color/float texture The two textures (of the same type) to mix with the "mix" texture. 0 and 1 respectively
mix::amount float texture The degree of mix between the two textures while linearly interpolating between them. 0.5
bilerp::v00/v01/v10/v11 color/float Four values to bilinearly interpolate between. 0,1,0 and 1 respectively
imagemap::filename string Path to the OpenEXR image to use. Required. No default.
imagemap::gain float Gain (brightness) for the texture. 1.0
imagemap::gamma float Gamma correction default probably at 1.0
imagemap::wrap string How to wrap the texture using "repeat", "black" (black beyond texture) or "clamp" (clamps to border color) Required. No default.
imagemap::maxanisotropy float The eccentricity of the ellipse used in the EWA algorithm 8
imagemap::trilinear bool Toggle trilinear filtering on from the default (better but slower) EWA algorithm. false
imagemap::filtertype string one of: "bilinear", "mipmap_trilinear", "mipmap_ewa", "nearest". "bilinear"
imagemap::channel string one of: "mean", "red", "green", "blue","alpha", "colored_mean". "mean"
checkerboard::dimension integer Specifies whether a 2D or 3D checkerboard texture is being used. Values can be either 2 or 3. Defaults to 2.
checkerboard::tex1/tex2 color/float texture The texture to use for even/odd squares of the checkerboard. 1 and 0 respectively
checkerboard::aamode color/float texture For 2D checkerboard only - the antialiasing mode to use: "closedform","supersample" or "none". "closedform"
dots::inside/outside color/float texture The colour or the dots/their background. 1 and 0 respectively
fbm::octaves integer The number of octaves to use in the spectrum. 8
fbm::roughness float The "bumpiness" of the texture. 0.5
wrinkled::octaves integer The number of octaves of to use in the spectrum. 8
wrinkled::roughness float The "bumpiness" of the texture. 0.5
marble::octaves integer The number of octaves to use in the spectrum. 8
marble::roughness float The "bumpiness" of the texture. 0.5
marble::scale float Scaling factor for the noise input. 1
marble::variation float moderates perturbation magnitude 0.2

Blender procedural textures emulation

LuxRender includes some code imported (indeed with author's permission) form the Blender sources in order to emulate Blender procedural textures. The list is of supported textures is:

  • blender_clouds
  • blender_musgrave
  • blender_marble
  • blender_wood

A usage example:

Texture "mat_proc::col1" "color" "constant" "color value" [1.0 1.0 1.0]
Texture "mat_proc::col2" "color" "constant" "color value" [1.0 0.0 0.0]
Texture "mat_proc::blender_musgrave" "float" "blender_musgrave"
Texture "mat_proc::mix" "color" "mix" "texture tex1" ["mat_proc::col1"] "texture tex2" ["mat_proc::col2"] "texture amount ["mat_proc::blender_musgrave"]
Texture "mat_proc::Kd.scale" "color" "scale" "texture tex1" ["mat_proc::mix"] "color tex2" [0.900000 0.900000 0.900000]
MakeNamedMaterial "mat_proc" "string type" ["matte"] "texture Kd" ["mat_proc::Kd.scale"] "float sigma" [0.000000] "float bumpmap" [0.000000]

Texture: blender_clouds

name type description default value
type string Color type. One of: 'default', 'color' default
noisetype string Noise type. One of: 'soft_noise', 'hard_noise' soft_noise
noisebasis string Noise basis type. One of: 'blender_original', 'original_perlin', 'improved_perlin', 'voronoi_f1', 'voronoi_f2', 'voronoi_f3', 'voronoi_f4', 'voronoi_f2f1', 'voronoi_crackle', 'cell_noise' blender_original
noisesize float 0.25
noisedepth integer 2
bright float Brightness 1.0
contrast float 1.0

Texture: blender_musgrave

In order to select this kind of texture in Blender use Blender Texture Button(F6) -> Texture -> Texture Type = Musgrave

name type description default value
h float Blender Texture Button(F6) -> Musgrave -> H 1.0
lacu float Blender Texture Button(F6) -> Musgrave -> Lacu 2.0
octs float Blender Texture Button(F6) -> Musgrave -> Octs 2.0
gain float Blender Texture Button(F6) -> Musgrave -> (Ridget Multifractal, Hybrid Multifractal) Gain 1.0
offset float Blender Texture Button(F6) -> Musgrave -> (Ridget Multifractal, Hybrid Multifractal, Hetero Terrain) Ofst 1.0
noisesize float Blender Texture Button(F6) -> Musgrave -> NoiseSize 0.25
outscale float Blender Texture Button(F6) -> Musgrave -> iScale 1.0
type string Blender Texture Button(F6) -> Musgrave -> Type (valid values: multifractal, ridged_multifractal, hybrid_multifractal, hetero_terrain, fbm) multifractal
noisebasis string Blender Texture Button(F6) -> Musgrave -> Type (valid values: blender_original, original_perlin, improved_perlin, voronoi_f1, voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2f1, voronoi_crackle, cell_noise) blender_original
bright float Blender Texture Button(F6) -> Colors -> Bright 1.0
contrast float Blender Texture Button(F6) -> Colors -> Contrast 1.0

Texture: blender_marble

In order to select this kind of texture in Blender use Blender Texture Button(F6) -> Texture -> Texture Type = Marble

name type description default value
noisesize float Blender Texture Button(F6) -> Marble -> NoiseSize 0.25
noisedepth integer Blender Texture Button(F6) -> Marble -> NoiseDepth 2
turbulance float Blender Texture Button(F6) -> Marble -> Turbulence 5.0
type string Blender Texture Button(F6) -> Marble -> Soft/Sharp/Sharper (valid values: soft, sharp, sharper) soft
noisetype string Blender Texture Button(F6) -> Marble -> Soft Noise/Hard Noise (valid values: soft_noise, hard_noise) hard_noise
noisebasis string Blender Texture Button(F6) -> Marble -> Sin/Saw/Tri (valid values: sin, saw, tri) sin
noisebasis2 string Blender Texture Button(F6) -> Marble -> Type (valid values: blender_original, original_perlin, improved_perlin, voronoi_f1, voronoi_f2, voronoi_f3, voronoi_f4, voronoi_f2f1, voronoi_crackle, cell_noise) blender_original
bright float Blender Texture Button(F6) -> Colors -> Bright 1.0
contrast float Blender Texture Button(F6) -> Colors -> Contrast 1.0

Texture: blender_wood

name type description default value
type string Color type. One of: 'bands', 'rings', 'bandnoise', 'ringnoise' bands
noisetype string Noise type. One of: 'soft_noise', 'hard_noise' soft_noise
noisebasis string Noise basis type. One of: 'blender_original', 'original_perlin', 'improved_perlin', 'voronoi_f1', 'voronoi_f2', 'voronoi_f3', 'voronoi_f4', 'voronoi_f2f1', 'voronoi_crackle', 'cell_noise' blender_original
noisebasis2 string One of: 'sin', 'saw', 'tri' sin
noisesize float 0.25
turbulence float 5.0
bright float Brightness 1.0
contrast float 1.0