Go to: Related nodes. Attributes.

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 name Parents Classification MFn type Compatible function sets
crater texture3d texture/3d kCrater kBase
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) Type Default Flags
normalCamera (n) float3 0.0, 0.0, 1.0 outputinputconnectablehidden
The input normal to perturbate
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
shaker (sh) float 1.5 outputinputconnectablestorablekeyable
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) float3 1.0, 0.0, 0.0 outputinputconnectablestorable
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) float 0.0 outputinputconnectablestorablekeyable
The red component of channel 1.
channel1G (c1g) float 0.0 outputinputconnectablestorablekeyable
The green component of channel 1.
channel1B (c1b) float 0.0 outputinputconnectablestorablekeyable
The blue component of channel 1.
channel2 (c2) float3 0.0, 1.0, 0.0 outputinputconnectablestorable
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) float 0.0 outputinputconnectablestorablekeyable
The red component of channel 2.
channel2G (c2g) float 0.0 outputinputconnectablestorablekeyable
The green component of channel 2.
channel2B (c2b) float 0.0 outputinputconnectablestorablekeyable
The blue component of channel 2.
channel3 (c3) float3 0.0, 0.0, 1.0 outputinputconnectablestorable
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) float 0.0 outputinputconnectablestorablekeyable
The red component of channel 3.
channel3G (c3g) float 0.0 outputinputconnectablestorablekeyable
The green component of channel 3.
channel3B (c3b) float 0.0 outputinputconnectablestorablekeyable
The blue component of channel 3.
melt (m) float 0.0 outputinputconnectablestorablekeyable
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) float 0.0 outputinputconnectablestorablekeyable
Balance controls the ratio in which the three colors show up in the final texture.
frequency (fr) float 2.0 outputinputconnectablestorablekeyable
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) float 5.0 outputinputconnectablestorablekeyable
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) float 0.0 outputinputconnectablestorablekeyable
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) float 1.0 outputinputconnectablestorablekeyable
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) float 1.0 outputinputconnectablestorablekeyable
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) float3 0.0, 0.0, 1.0 outputconnectable
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) float 0.0 outputconnectable
The X component of Out Normal
outNormalY (oy) float 0.0 outputconnectable
The Y component of Out Normal
outNormalZ (oz) float 0.0 outputconnectable
The Z component of Out Normal