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the asm version os probably now slower than the revised C version -- so lets eliminate it... -- I.A.

The Granite texture is used to create the appearance of granite or other granite-like stone. The texture simulates a material comprising three different minerals (colors) suspended in a medium (filler). Used as a bump map, the Granite texture can produce a rough, even, sandpaper-like texture. If used as both bump and color, it can be used to look like the inside surface of a rock that has been broken open.
Tip:
Granite is an expensive texture to calculate. To save time on a final render, convert your Granite texture to a File texture after you have set it up the way you like it.
Aside from the attributes listed here, Granite inherits many other attributes from its parent, Texture3d In the table below, important attributes are listed with their names shown in bold in the description column.

This node is MP safe

Node name Parents Classification MFn type Compatible function sets
granite texture3d texture/3d kGranite kBase
kNamedObject
kDependencyNode
kTexture3d
kGranite

Related nodes

layeredTexture, envCube, envSphere, envSky, envBall, envChrome, bump3d, uvChooser, bump2d, texture2d, ramp, file, cloth, water, stencil, checker, fractal, bulge, grid, mountain, texture3d, projection, cloud, crater, leather, stucco, brownian, solidFractal, marble, wood, rock, snow, defaultTextureList, place2dTexture, place3dTexture

Attributes (31)

cellSize, color1, color1B, color1G, color1R, color2, color2B, color2G, color2R, color3, color3B, color3G, color3R, creases, density, fillerColor, fillerColorB, fillerColorG, fillerColorR, mixRatio, randomness, refPointCamera, refPointCameraX, refPointCameraY, refPointCameraZ, refPointObj, refPointObjX, refPointObjY, refPointObjZ, spottyness, threshold

Long name (short name) Type Default Flags
refPointObj (rpo) float3 0.0, 0.0, 0.0 outputinputconnectablehidden
The current reference sample point that has to be shaded
refPointObjX (rox) float 0.0 outputinputconnectablehidden
The x component of the current reference sample position
refPointObjY (roy) float 0.0 outputinputconnectablehidden
The y component of the current reference sample position
refPointObjZ (roz) float 0.0 outputinputconnectablehidden
The z component of the current reference sample position
refPointCamera (rpc) float3 0.0, 0.0, 0.0 outputinputconnectablehidden
The current reference sample point that has to be shaded
refPointCameraX (rcx) float 0.0 outputinputconnectablehidden
The x component of the current sample position
refPointCameraY (rcy) float 0.0 outputinputconnectablehidden
The y component of the current sample position
refPointCameraZ (rcz) float 0.0 outputinputconnectablehidden
The z component of the current sample position
color1 (c1) float3 0.0, 0.0, 0.0 outputinputconnectablestorable
Color1 is the color of one of the minerals comprising the granite texture. There are three different mineral colors, suspended in a filler color.
color1R (c1r) float 0.0 outputinputconnectablestorablekeyable
The red value of Color 1
color1G (c1g) float 0.0 outputinputconnectablestorablekeyable
The green value of Color 1
color1B (c1b) float 0.0 outputinputconnectablestorablekeyable
The blue value of Color 1
color2 (c2) float3 0.549, 0.784, 0.392 outputinputconnectablestorable
Color2 is the color of one of the minerals comprising the granite texture. There are three different mineral colors, suspended in a filler color.
color2R (c2r) float 0.0 outputinputconnectablestorablekeyable
The red value of Color 2
color2G (c2g) float 0.0 outputinputconnectablestorablekeyable
The green value of Color 2
color2B (c2b) float 0.0 outputinputconnectablestorablekeyable
The blue value of Color 2
color3 (c3) float3 0.627, 0.824, 0.823 outputinputconnectablestorable
Color3 is the color of one of the minerals comprising the granite texture. There are three different mineral colors, suspended in a filler color.
color3R (c3r) float 0.0 outputinputconnectablestorablekeyable
The red value of Color 3
color3G (c3g) float 0.0 outputinputconnectablestorablekeyable
The green value of Color 3
color3B (c3b) float 0.0 outputinputconnectablestorablekeyable
The blue value of Color 3
fillerColor (fc) float3 0.588, 0.294, 0.196 outputinputconnectablestorable
Filler Color is the color of the medium in which the three minerals (colors) are suspended. The combination of these colors makes up the granite texture.
fillerColorR (fcr) float 0.0 outputinputconnectablestorablekeyable
Filler Color red value
fillerColorG (fcg) float 0.0 outputinputconnectablestorablekeyable
Filler Color green value
fillerColorB (fcb) float 0.0 outputinputconnectablestorablekeyable
Filler Color blue value
cellSize (cs) float 0.15 outputinputconnectablestorablekeyable
Cell Size controls the size of the mineral particles suspended in the filler material. Increase this to make the color spots larger. If the Granite texture is being used as a bump map, then increasing Cell Size makes the bumps look less like sandpaper, and more like cobblestones.
density (dy) float 1.0 outputinputconnectablestorablekeyable
Density controls how much of the suspended minerals are present in the filler. Decrease Density to make the filler color dominate the texture. Increase Densiry to add more of suspended minerals. If the Granite texture is being used as a bump map, then low Density values will make it look like a smooth surface with tiny rust-like bumps on it.
mixRatio (mr) float 0.5 outputinputconnectablestorablekeyable
Mix Ratio controls the relative amounts of each color that are present in the texture. Set it close to 0 to get more of Color1; close to 0.5 to get more of Color2, and close to 1.0 to get more of Color3.
spottyness (s) float 0.3 outputinputconnectablestorablekeyable
Spottyness controls how random the intensity of the spots of color are in the granite. When Spottyness is 0, all the spots of each color are exactly the same intensity. As you increase spottyness, individual spots may become more or less intense (bright) randomly. When Spottyness is 1.0, the intensity of each spot is completely random.
randomness (ra) float 1.0 outputinputconnectablestorablekeyable
Randomness controls how the spots of color are arranged relative to one another. Set randomness to 1.0 to get a realistic random distribution of minerals, as would be found in nature. If you set Randomness to 0, all the spots are laid out in a completely regular pattern. This can provide interesting effects when used as a bump map; you can make things like insect eyes, or machine-tooled raspy surfaces.
threshold (th) float 0.5 outputinputconnectablestorablekeyable
Threshold controls the amount that the three colors used in the texture mix into each other. Use low values of Threshold to make the colors blend more smoothly into one another. Use high values to sharply separate the colors into solid dots.
creases (c) bool true outputinputconnectablestorablekeyable
Creases. Turn this on to prevent the color spots from blending into each other at their borders. The effect of this is more noticeable in bump maps than in color maps. Turn off Creases to make the spots smootly diffuse into one another at their edges.