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The Leather texture can be used to simulate a wide range of reptile and animal hides. Used as a bump map it can simulate anything from fine-grained concrete to cobblestones. The texture itself consists of a collection of spheres (also called cells) suspended in a medium.

You get the best animal-skin effect by using Leather both as a color and a bump map. Aside from the attributes listed here, Leather 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
leather texture3d texture/3d kLeather kBase
kNamedObject
kDependencyNode
kTexture3d
kLeather

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

Attributes (22)

cellColor, cellColorB, cellColorG, cellColorR, cellSize, creaseColor, creaseColorB, creaseColorG, creaseColorR, creases, density, 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
cellColor (ce) float3 0.373, 0.157, 0.059 outputinputconnectablestorable
Cell Color controls the colors of the cells in the leather texture. The texture consists uf a series of spheres (cells) imbedded in a medium.
cellColorR (cer) float 0.0 outputinputconnectablestorablekeyable
The red value of Cell Color
cellColorG (ceg) float 0.0 outputinputconnectablestorablekeyable
The green value of Cell Color
cellColorB (ceb) float 0.0 outputinputconnectablestorablekeyable
The blue value of Cell Color
creaseColor (cr) float3 0.235, 0.118, 0.0 outputinputconnectablestorable
Crease Color controls the color of the space between the cells in the leather texture.
creaseColorR (crr) float 0.0 outputinputconnectablestorablekeyable
The red value of Crease Color
creaseColorG (crg) float 0.0 outputinputconnectablestorablekeyable
The green value of Crease Color
creaseColorB (crb) float 0.0 outputinputconnectablestorablekeyable
The blue value of Crease Color
cellSize (cs) float 0.5 outputinputconnectablestorablekeyable
Cell Size controls the size of the color cells in the leather texture. Increase this to make the cells bigger. If the Leather texture is being used as a bump map, larger values for Cell Size can make it look like cobblestones. Smaller values make it look more like sandpaper.
density (d) float 1.0 outputinputconnectablestorablekeyable
Density controls how many cells there are imbedded in the medium. At 1.0, the medium is completely packed with cells. Reduce this value to make the cells more sparse. If the Leather texture is being used as a bump map, then low values for Density will make it look likea smooth surface with occasional bumps on it.
spottyness (s) float 0.1 outputinputconnectablestorablekeyable
Spottyness controls the randomization of the color of the individual cells. When Spottyness is close to 0, all the cells will be the same color. As you increase Spottyness, some cells will be brighter or darker than others, in a random fashion.
randomness (r) float 0.5 outputinputconnectablestorablekeyable
Randomness controls how the cells are arranged relative to one another. Set randomness to 1.0 to get a realistic random distribution of cells, 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 0.83 outputinputconnectablestorablekeyable
Threshold controls the amount that the two 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 overlapping cells from blending into one another. If this is on there will always be a sharp separation between cells.