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Textures common options

In the Properties editor, choose the Texture context: this will show the Texture panel.

Textures Stack

Textures Stack

The list below these buttons represents the Stack of textures that we can manage. It can have up to eighteen Texture Slots:

  • Tick or untick a texture to enable/disable it.
  • Use the three buttons on the right side to move individual textures up and down in the stack or to copy/paste material's settings between slots.

The order in the Stack Textures defines how textures overlay each other for finally result image.

Texture Datablock

Active Texture Datablock

Select a slot in the Textures Stack to see its settings.

The first group of buttons below the stack displays the texture currently selected in the stack.

Browse
The first button below the stack displays the all available textures in the current file. Textures are stored globally, and can be linked to more than one material. If you have already created a texture that you want to reuse, select from this list.
Name
A name field where the name of the material can be changed.
Number of users
If the active texture is used by another material, a 2 button appears that can be used to make a single-user copy of the active texture. Use this button to quickly create a new texture based on an existing texture.
Fake
The F button assigns the active texture to a "Fake" material, so that the texture is saved with the file even if it has no "real" users.
Add
Replaces the texture of the active slot with a new texture.
Unlink
Removes the texture from the active slot.


Texture Type

Texture Types

Choose the type of texture that is used for the current texture datablock.

These types are described in detail in this section.

Preview

Preview panel

The texture preview panel provides a quick pre-visualisation of how the texture looks on its own, without mapping.

Texture, Material, or Both
Choose to display only the texture, only the material, or both.
Show Alpha
Show alpha in preview.
If Alpha: Use is checked in the Image Sampling panel, the image's alpha channel is displayed.
If Alpha: Use is unchecked, an alpha channel based on averaged rgb values is displayed like it would be used by the Alpha slider in the Influence panel.


Colors

Colors panel
The Ramp button activates a color ramp which allows you to remap the colors of a texture to new ones. See Ramps for information on using ramps.
The color of a texture can be modified with the Brightness, Contrast, and Saturation buttons. All textures with RGB-Values — including Images and Environment Maps — may be modified with the RGB sliders.
R, G, B
Tint the color of a texture by brightening each red, green and blue channel.
Brightness
Change the overall brightness/intensity of the texture
Contrast
Change the contrast of the texture
Saturation
Change the saturation of the texture


Mapping

Here you can control how the texture will be mapped on the object.

Brushes
These options are not available for brushes because they wouldn't make sense


See Mapping section for details.

Influence

Here you can control what properties the texture will affect, and by how much.

They are detailed on the Influence section.

Brushes
These options are not available for brushes because they wouldn't make sense