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Texture3d is the base node from which all the 3d texture nodes derive. Here you will find all the attributes that are common to all 3d textures.

In the table below, important attributes have their names shown in bold in the description column.

This node is abstract

This node is MP safe

Node nameParentsClassificationMFn typeCompatible function sets
texture3dshadingDependNoderendernode

Related nodes

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

Attributes (40)

alphaGain, alphaIsLuminance, alphaOffset, blend, colorGain, colorGainB, colorGainG, colorGainR, colorOffset, colorOffsetB, colorOffsetG, colorOffsetR, defaultColor, defaultColorB, defaultColorG, defaultColorR, filter, filterOffset, filterSize, filterSizeX, filterSizeY, filterSizeZ, invert, local, matrixEyeToWorld, outAlpha, outColor, outColorB, outColorG, outColorR, placementMatrix, pointCamera, pointCameraX, pointCameraY, pointCameraZ, pointObj, pointObjX, pointObjY, pointObjZ, wrap

Long name (short name)TypeDefaultFlags
pointObj (po) float30.0, 0.0, 0.0outputinputconnectablehidden
The current sample point that has to be shaded
pointObjX (pox) float0.0outputinputconnectablehidden
The x component of the current sample position
pointObjY (poy) float0.0outputinputconnectablehidden
The y component of the current sample position
pointObjZ (poz) float0.0outputinputconnectablehidden
The z component of the current sample position
pointCamera (p) float30.0, 0.0, 0.0outputinputconnectablehidden
The current sample point that has to be shaded
pointCameraX (px) float0.0outputinputconnectablehidden
The x component of the current sample position
pointCameraY (py) float0.0outputinputconnectablehidden
The y component of the current sample position
pointCameraZ (pz) float0.0outputinputconnectablehidden
The z component of the current sample position
filterSize (fs) float30.0, 0.0, 0.0outputinputconnectablehidden
The sample (filter) size
filterSizeX (fsx) float0.0outputinputconnectablehidden
The X size of the filter (sample)
filterSizeY (fsy) float0.0outputinputconnectablehidden
The Y size of the filter (sample)
filterSizeZ (fsz) float0.0outputinputconnectablehidden
The Z size of the filter (sample)
placementMatrix (pm) fltMatrixidentityoutputinputconnectablestorable
The placement matrix, to transform from world to the texture space
matrixEyeToWorld (e2w) fltMatrixidentityoutputinputconnectablestorablehidden
The transform to go from eye to world space
filter (f) float1.0outputinputconnectablestorable
Filter affects the amount of filtering performed on a texture.

The amount of filtering the system does is calculated based on how much screen space the texture occupies in the final image. The Filter attribute is a multiplier on that value.

Values greater than 1.0 will cause the renderer to do more filtering. This will make the texture blurier. Increase the amount of filtering if there is aliasing (i.e. jagged staircase effects) in your final renderings, or if the texture appears to "pop" or "sizzle" over the course of several frames.

Values less than 1.0 will cause the renderer to do less filtering. This will make the texture appear sharper. Decrease the amount of filtering. if your textures are appearing too blurry in the final rendered images.

This attribute does not do anything if this is a Granite, Leather, or Snow texture.

See also the Filter Offset attribute (below).

filterOffset (fo) float0.0outputinputconnectablestorable
Filter Offset affects the amount of filtering performed on a texture.

Unlike the Filter attribute (which is a multiplier), Filter Offset is added to the system's calculated filtering values. This increases the amount of filtering uniformly.

This attribute can be used to "lock" the system's filtering values. To do this, set the Filter attribute to 0. Then the Filter Offset value will completely determine the amount of filtering.

This attribute does not do anything if this is a Granite, Leather, or Snow texture.

blend (b) float0.0outputinputconnectablestorablekeyable
Blend controls how much of the texture's Default Color is 'mixed in' to the texture color. A value of 0 means that the default color does not affect the texture color. As you increase Blend, more and more of the Default Color is mixed in.

This attribute does not do anything unless Wrap is turned OFF.

local (lo) boolfalseoutputinputstorable
Local controls if the texture is calculated in world space, or in the space of the object it is attached to. Turn Local on to put the texture into the object's local space.
wrap (w) booltrueoutputinputconnectablestorablekeyable
Wrap controls how objects are textured outside of the defined texture placement cube. If Wrap is turned off, then everything outside of the cube will just be shown using the default color. If Wrap is turned on, then the texture will extend to cover the whole object.

Some textures, such as Projection, will repeat themselves to achieve this. Others, such as Marble, will simply extend outwards without repeating.

invert (i) boolfalseoutputinputconnectablestorablekeyable
Invert is used to reverse the color values of the texture. When Invert is turned on, white becomes black, black becomes white, red becomes cyan, yellow becomes blue, etc.
alphaIsLuminance (ail) boolfalseoutputinputconnectablestorablekeyable
Alpha Is Luminance can be turned on to make the alpha (mask) output of this node depend on the luminance of the texture. This means that bright areas of the texture will be more opaque when compositing, and dark areas will be more transparent.

This attribute is not used in textures of type Marble, Projection, or Wood.

colorGain (cg) float31.0, 1.0, 1.0outputinputconnectablestorable
Use Color Gain to fine-tune the balance of a texture's Out Color.

Color Gain is applied as a multiplier to the texture's color. If Color Gain is white, it has no effect. Reducing the amount of red (for example) in Color Gain will scale down the amount of red in the final output color.

colorGainR (cgr) float0.0outputinputconnectablestorablekeyable
Color Gain Red Value
colorGainG (cgg) float0.0outputinputconnectablestorablekeyable
Color Gain Green Value
colorGainB (cgb) float0.0outputinputconnectablestorablekeyable
Color Gain Blue Value
colorOffset (co) float30.0, 0.0, 0.0outputinputconnectablestorable
Use Color Offset to brighten and adjust a texture's Out Color.

Unlike Color Gain (which is a multiplier), Color Offset is simply added to the texture's Out Color. Therefore if Color Offset is white, it has no effect. Increasing the amount of red (for example) in Color Gain will uniformly increase the amount of red in the final output color.

colorOffsetR (cor) float0.0outputinputconnectablestorablekeyable
Color Offset Red Value
colorOffsetG (cog) float0.0outputinputconnectablestorablekeyable
Color Offset Green Value
colorOffsetB (cob) float0.0outputinputconnectablestorablekeyable
Color Offset Blue Value
alphaGain (ag) float1.0outputinputconnectablestorablekeyable
Alpha Gain is a multiplier that affects the alpha (mask) channel.
alphaOffset (ao) float0.0outputinputconnectablestorablekeyable
Alpha Offset is a value that is added to the alpha (mask) channel.
defaultColor (dc) float30.5, 0.5, 0.5outputinputconnectablestorable
Default Color is the color of the texture in the areas that are not mapped. If the placement of this texture is not covering an entire surface, then Default Color will be used in the areas not covered.

See also the Wrap attribute.

defaultColorR (dcr) float0.0outputinputconnectablestorablekeyable
Default Color red value.
defaultColorG (dcg) float0.0outputinputconnectablestorablekeyable
Default Color Green value.
defaultColorB (dcb) float0.0outputinputconnectablestorablekeyable
Default Color blue value.
outColor (oc) float30.0, 0.0, 0.0outputconnectable
Out Color is the color computed by this texture. Connect this value to a Color attribute of a shader or another texture to texture map that color.
outColorR (ocr) float0.0outputconnectable
Out Color red value
outColorG (ocg) float0.0outputconnectable
Out Color green value
outColorB (ocb) float0.0outputconnectable
Out Color blue value
outAlpha (oa) float0.0outputconnectable
Out Alpha is the alpha (mask) value computed by texture. Connect this value to a bump node or a displacement node of a shader to use this texture as a bump or displacement map.