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The Marble texture consists of horizontal layers of one material (the Vein), sandwiched between layers of Filler material. The Vein is assumed to contain a strong pigmenting agent that crosses the boundary and diffuses into the Filler material.

Aside from the attributes listed here, Marble inherits many other attributes from Texture3d. In the table below, important attributes have their names shown in bold in the description column.

This node is MP safe

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

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, granite, crater, leather, stucco, brownian, solidFractal, wood, rock, snow, defaultTextureList, place2dTexture, place3dTexture

Attributes (33)

amplitude, contrast, depth, depthMax, depthMin, diffusion, fillerColor, fillerColorB, fillerColorG, fillerColorR, normalCamera, normalCameraX, normalCameraY, normalCameraZ, ratio, refPointCamera, refPointCameraX, refPointCameraY, refPointCameraZ, refPointObj, refPointObjX, refPointObjY, refPointObjZ, ripples, ripplesX, ripplesY, ripplesZ, veinColor, veinColorB, veinColorG, veinColorR, veinWidth, xPixelAngle

Long name (short name) Type Default Flags
xPixelAngle (xpa) float 0.002053 inputconnectablestorablehidden
The pixel angle
normalCamera (n) float3 0.0, 0.0, 1.0 outputinputconnectablehidden
The input normal
normalCameraX (nx) float 0.0 outputinputconnectablehidden
The X component of the input normal
normalCameraY (ny) float 0.0 outputinputconnectablehidden
The Y component of the input normal
normalCameraZ (nz) float 0.0 outputinputconnectablehidden
The Z component of the input normal
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
fillerColor (fc) float3 1.0, 1.0, 1.0 outputinputconnectablestorable
Filler Color controls the color of the Filler material (the material between the veins) of the Marble 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
veinColor (vc) float3 0.298, 0.0, 0.0 outputinputconnectablestorable
Vein Color. controls the color of the Vwins that are sandwiched within the marble.
veinColorR (vcr) float 0.0 outputinputconnectablestorablekeyable
Vein Color red value
veinColorG (vcg) float 0.0 outputinputconnectablestorablekeyable
Vein Color green value
veinColorB (vcb) float 0.0 outputinputconnectablestorablekeyable
Vein Color blue value
veinWidth (vw) float 0.1 outputinputconnectablestorablekeyable
Vein Width controls the thickness of the veins.
diffusion (di) float 0.5 outputinputconnectablestorablekeyable
Diffusion controls how much of the Vein Color bleeds into the filler surrounding the vein. Low values of Diffusion cause the colors to be completely separated. High values cause the vein color to spread right out through the filler material, staining it. (see also Contrast).
contrast (c) float 0.5 outputinputconnectablestorablekeyable
Contrast controls how much the two colors blend into one another in the areas where the vein color is diffusing into the filler color. Increase Contrast to reduce the amount of mixing. Setting Contrast to its maximum value (1.0) will produce the same result as setting Diffusion to 0. (See also Diffusion)
ripples (r) float3 1.0, 1.0, 1.0 outputinputconnectablestorable
Ripples can be used to smear the material in a direction or make it wavy. (It controls the scale of the fundamental frequency of the fractal noise used in the texture).
ripplesX (rx) float 0.0 outputinputconnectablestorablekeyable
The noise along X
ripplesY (ry) float 0.0 outputinputconnectablestorablekeyable
The noise along Y
ripplesZ (rz) float 0.0 outputinputconnectablestorablekeyable
The noise along Z
depth (d) float2 0.0, 20.0 outputinputconnectablestorable
Depth controls how much calculation is done by the Marble texture. Fractal textures (such as Marble) are created by an iterative mathematical process; as the process goes over more levels, it produces a more detailed fractal, but takes longer to do so. Normally, the texture will choose a level it thinks is appropriate for the volume being rendered. You can use Depth Min and Depth Max to control the minimum and maximum amount of calculation that the texure will do.
depthMin (dmn) float 0.0 outputinputconnectablestorablekeyable
The minimum value for recursion depth
depthMax (dmx) float 0.0 outputinputconnectablestorablekeyable
The maximum value for recursion depth
amplitude (a) float 1.5 outputinputconnectablestorablekeyable
Amplitude controls the amount of perturbation in the veins. If you set Amplitude to 0.0, the veins in the marble become perfectly flat planes. As you increase Amplitude, the veins become more irregular in shape.
ratio (ra) float 0.707 outputinputconnectablestorablekeyable
Ratio controls the Ratio of the fractal noise used to generate this texture. For best results, keep this value around the middle of the range.