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The Crater texture can be used to give the appearance of both plateaus and craters when it is used as a bump map on a shader. When it is used as a color map, it provides a psychedelic, colorful effect.

The Crater texture has a special Out Normal attribute, which you can connect directly to the Normal Camera of a shading node to produce bump mapping. (For most textures, you connect the Out Alpha to a Bump 3d node, and the output of the Bump3d node to Normal Camera).

Aside from the attributes listed here, Crater inherits many 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 nameParentsClassificationMFn typeCompatible function sets
cratertexture3dtexture/3dkCraterkBase
kNamedObject
kDependencyNode
kTexture3d
kCrater

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, leather, stucco, brownian, solidFractal, marble, wood, rock, snow, defaultTextureList, place2dTexture, place3dTexture

Attributes (36)

balance, channel1, channel1B, channel1G, channel1R, channel2, channel2B, channel2G, channel2R, channel3, channel3B, channel3G, channel3R, frequency, melt, normBalance, normDepth, normFrequency, normMelt, normalCamera, normalCameraX, normalCameraY, normalCameraZ, outNormal, outNormalX, outNormalY, outNormalZ, refPointCamera, refPointCameraX, refPointCameraY, refPointCameraZ, refPointObj, refPointObjX, refPointObjY, refPointObjZ, shaker

Long name (short name)TypeDefaultFlags
normalCamera (n) float30.0, 0.0, 1.0outputinputconnectablehidden
The input normal to perturbate
normalCameraX (nx) float0.0outputinputconnectablehidden
The X component of the input normal
normalCameraY (ny) float0.0outputinputconnectablehidden
The Y component of the input normal
normalCameraZ (nz) float0.0outputinputconnectablehidden
The Z component of the input normal
refPointObj (rpo) float30.0, 0.0, 0.0outputinputconnectablehidden
The current reference sample point that has to be shaded
refPointObjX (rox) float0.0outputinputconnectablehidden
The x component of the current reference sample position
refPointObjY (roy) float0.0outputinputconnectablehidden
The y component of the current reference sample position
refPointObjZ (roz) float0.0outputinputconnectablehidden
The z component of the current reference sample position
refPointCamera (rpc) float30.0, 0.0, 0.0outputinputconnectablehidden
The current reference sample point that has to be shaded
refPointCameraX (rcx) float0.0outputinputconnectablehidden
The x component of the current sample position
refPointCameraY (rcy) float0.0outputinputconnectablehidden
The y component of the current sample position
refPointCameraZ (rcz) float0.0outputinputconnectablehidden
The z component of the current sample position
shaker (sh) float1.5outputinputconnectablestorablekeyable
Shaker controls how 'perturbed' the texture is. Increase Shaker to make the texture more detailed, as though it has been "shaken up". If the crater node is being used as a bump map, increase Shaker to increase the number of craters and valleys.
channel1 (c1) float31.0, 0.0, 0.0outputinputconnectablestorable
Channel1 is one of the three input colors that are mixed together in this texture. Changing this has little effect if the Crater texture is used as a bump map.
channel1R (c1r) float0.0outputinputconnectablestorablekeyable
The red component of channel 1.
channel1G (c1g) float0.0outputinputconnectablestorablekeyable
The green component of channel 1.
channel1B (c1b) float0.0outputinputconnectablestorablekeyable
The blue component of channel 1.
channel2 (c2) float30.0, 1.0, 0.0outputinputconnectablestorable
Channel2 is one of the three input colors that are mixed together in this texture. Changing this has little effect if the Crater texture is used as a bump map.
channel2R (c2r) float0.0outputinputconnectablestorablekeyable
The red component of channel 2.
channel2G (c2g) float0.0outputinputconnectablestorablekeyable
The green component of channel 2.
channel2B (c2b) float0.0outputinputconnectablestorablekeyable
The blue component of channel 2.
channel3 (c3) float30.0, 0.0, 1.0outputinputconnectablestorable
Channel3 is one of the three input colors that are mixed together in this texture. Changing this has little effect if the Crater texture is used as a bump map.
channel3R (c3r) float0.0outputinputconnectablestorablekeyable
The red component of channel 3.
channel3G (c3g) float0.0outputinputconnectablestorablekeyable
The green component of channel 3.
channel3B (c3b) float0.0outputinputconnectablestorablekeyable
The blue component of channel 3.
melt (m) float0.0outputinputconnectablestorablekeyable
Melt controls the softness of the edges between the colors in the texture. Increase Melt to make the borders between the colors smoother and wider.
balance (ba) float0.0outputinputconnectablestorablekeyable
Balance controls the ratio in which the three colors show up in the final texture.
frequency (fr) float2.0outputinputconnectablestorablekeyable
Frequency controls the frequency of the perturbation. Increase frequency to increase the detail in the texture, decreasing the size of the detail at the same time.
normDepth (nd) float5.0outputinputconnectablestorablekeyable
Norm Depth controls how deep the craters will be when this texture is used as a bump map. Increase Norm Depth to make the craters deeper.

Norm Depth only has an effect if the Out Normal attribute of this node is connected to the Normal Camera attribute of a shader.

normMelt (nm) float0.0outputinputconnectablestorablekeyable
Norm Melt controls the softness of the crater edges when this texture is used as a bump map. Increase Norm Melt to make the edges softer. Animate this texture to make the cratered surface look like it is melting.

Norm Melt only has an effect if the Out Normal attribute of this node is connected to the Normal Camera attribute of a shader.

normBalance (nb) float1.0outputinputconnectablestorablekeyable
Norm Balance controls the ratio between the low and high normals' perturbance, when this texture is used as a bump map.

Norm Balance only has an effect if the Out Normal attribute of this node is connected to the Normal Camera attribute of a shader.

normFrequency (nf) float1.0outputinputconnectablestorablekeyable
Norm Frequency controls the amount of rough detail when this texture is used as a bump map. Increase Norm Frequency to make the texture rougher, with finer detail. Decrease it to make the roughness larger-grained.

Norm Frequency only has an effect if the Out Normal attribute of this node is connected to the Normal Camera attribute of a shader.

outNormal (o) float30.0, 0.0, 1.0outputconnectable
Out Normal. Connect this attribute directly to the Normal Camera attribute of a shader to use this texture as a bump map. If you connect it directly in this way, then you can use the various Normal attributes (above) to control the qualities of the bumps.
outNormalX (ox) float0.0outputconnectable
The X component of Out Normal
outNormalY (oy) float0.0outputconnectable
The Y component of Out Normal
outNormalZ (oz) float0.0outputconnectable
The Z component of Out Normal