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The Stucco texture can be used as a bump map to create a stucco-like finish on a surface. It 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 3d textures, you connect the Out Alpha to a Bump 3d node, and the output of the Bump3d node to Normal Camera).

You can also use the Stucco texture as a color map. It randomly mixes its two input colors to create the final appearance of stains or clouds. 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
stucco texture3d texture/3d kStucco kBase
kNamedObject
kDependencyNode
kTexture3d
kStucco

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

Attributes (27)

channel1, channel1B, channel1G, channel1R, channel2, channel2B, channel2G, channel2R, normalCamera, normalCameraX, normalCameraY, normalCameraZ, normalDepth, normalMelt, outNormal, outNormalX, outNormalY, outNormalZ, refPointCamera, refPointCameraX, refPointCameraY, refPointCameraZ, refPointObj, refPointObjX, refPointObjY, refPointObjZ, shaker

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
shaker (sh) float 20.0 outputinputconnectablestorablekeyable
Shaker controls the mix of the two contributing colors. If Shaker is set to a low value, then the texture will be mostly Channel2, with little bits of Channel1 peeking through. As Shaker is increased, the areas with the Channel1 color become more solid and spread out.
channel1 (c1) float3 1.0, 0.0, 0.0 outputinputconnectablestorable
Channel1 is one of the two colors that comprise the texture.
channel1R (c1r) float 0.0 outputinputconnectablestorablekeyable
The red component of Channel1.
channel1G (c1g) float 0.0 outputinputconnectablestorablekeyable
The green component of Channel1.
channel1B (c1b) float 0.0 outputinputconnectablestorablekeyable
The blue component of Channel1.
channel2 (c2) float3 0.0, 0.0, 1.0 outputinputconnectablestorable
Channel2 is one of the two colors that comprise the texture.
channel2R (c2r) float 0.0 outputinputconnectablestorablekeyable
The red component of Channel2.
channel2G (c2g) float 0.0 outputinputconnectablestorablekeyable
The green component of Channel2.
channel2B (c2b) float 0.0 outputinputconnectablestorablekeyable
The blue component of Channel2.
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
normalMelt (nm) float 0.1 outputinputconnectablestorablekeyable
Normal Melt controls the softness of the crater edges when this texture is used as a bump map. Increase Normal Melt to make the edges softer. Animate this texture to make the cratered surface look like it is melting. Normal Melt only has an effect if the Out Normal attribute of this node is connected to the Normal Camera attribute of a shader.
normalDepth (nd) float 1.0 outputinputconnectablestorablekeyable
Normal Depth controls how deep the craters will be when this texture is used as a bump map. Increase Normal Depth to make the craters deeper. Normal Depth only has an effect if the Out Normal attribute of this node is connected to the Normal Camera attribute of a shader.
outNormal (on) float3 0.0, 0.0, 1.0 outputconnectable
Out Normal. To use the Stucco texture as a bump map, connect this attribute to the Normal Camera attribute of a shader, such as Phong or Blinn.
outNormalX (onx) float 0.0 outputconnectable
The X component of Out Normal
outNormalY (ony) float 0.0 outputconnectable
The Y component of Out Normal
outNormalZ (onz) float 0.0 outputconnectable
The Z component of Out Normal