Marble
 
 
 

| Rock

Category: Texture Generators

Shader Family: Texture

Output: Color

Simulates the random veins and impurities that naturally occur in marble. The marble texture is based on the two differently colored veins sandwiched between the filler material, which are then deformed using a fractal function. You can select two colors for the veins and a color for the impurities (filler) to precisely achieve any type you marble you wish.

The Coordinates parameter can be driven (connected) with the texture space generator shader.

Name

The shader's name. Enter any name you like, or leave the default.

Coordinates

Defines the X, Y, and Z texture coordinates.

Veins

Vein Color 1

Defines the color of the first vein in the marble material.

Vein Color 2

Defines the color of the second alternating vein in the marble material.

Use a slightly different color from the first vein to get very realistic results.

Filler Color

Defines the color of the filler; i.e., the marble itself.

Vein Width

Defines the width of the veins in the marble.

The higher the value, the thicker the veins, and vice versa.

Diffusion

Controls how much the strongly pigmented vein material will diffuse into the main marble color (filler). E.g.: A very old marble has a high diffusion.

Spots

Spot Color

Defines the color of the naturally occurring impurities in marble.

For a flawless marble, without impurities, make this color equal to the filler color.

Spot Density

Defines the spot (impurity) density.

Spot Bias

Defines how much the spot color will contrast with the marble filler color.

Spot Scale

Controls the basic size of the spot (impurities). You can get realistic effects when you use lower values, such as 0.1.

Fractal

Amplitude

Defines the base amplitude of the fractal used to calculate this texture. This parameter only applies to the amplitude of the first iteration; successive iterations may further increase the amplitude.

Ratio

Defines the amplitude of the successive iterations relative to the current one.

For values less than 1, successive iterations have a lower amplitude;

for values greater than 1, the iterations have a higher amplitude and the fractal becomes unbounded.

Frequencies

Defines the frequency of the fractal in the X, Y, and Z directions.

High values take longer to render.

Complexity

The maximum number of noise iterations used when calculating the fractal.

Absolute

Makes the procedure use a slightly different algorithm, which introduces discontinuities into the fractal, creating the impression of turbulence.

Render Tree Usage

Use this shader to drive a parameter with a texture effect anywhere in a render tree. This shader generates a texture that can be used as a color, a Weight value in a mixer shader, or to drive any Surface shader parameter.

The Coordinates parameter can be driven (connected) with a Texture Space Generator shader.