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Texture Nodes

As an alternative to using the Texture Stack, Blender includes a node-based texture generation system which enables you to create textures by combining colors, patterns and other textures in much the same way that you combine Material Nodes.

You can use these textures wherever you can use regular textures: you can place them in texture channels, in material nodes, in particle systems, and even inside other textures.


Nodes Concepts

Nodes

"Nodes" are individual blocks that perform a certain operation, and might have one or many different outputs.

Conceptually, there are three basic types of nodes:


  • Input Nodes
these nodes produce information, but do not have any inputs of their own.
Examples are: Render LayersValue and RGB nodes.


  • Processing Nodes:
these nodes filter or transform their inputs, to produce one or more outputs.
Examples are: RGB CurvesDefocus, and Vector Blur nodes.


  • Output Nodes:
these nodes consume their inputs to produce some kind of meaningful result.
Examples are: Composite node (which determines the final output used by Blender), Viewer (which displays the output of a socket), and File Output node.

Noodles

The essential idea of nodes is that you can create an arbitrarily-complex network of nodes, by connecting the outputs of one or more nodes to the inputs of one or more other nodes. Then, you can set appropriate parameters (as you see fit) for each node. This network is called a "noodle" and it describes how information literally flows through to produce whatever result you want.

Node Groups

You can define node groups, and use those groups as they were a single node. You can link and append these node groups from other files.






Note
Node-based textures do not work for realtime display, they will only be visible in rendered images.


Using Texture Nodes

To use texture nodes with the current texture, open a Node Editor window, set it to Texture mode by clicking the “Texture” icon (Texture) in its header.

To start adding nodes, you first need to select a material. Now you can either click the New button in the Node editor, or the New button in the texture panel. Once you have a texture selected, you can toggle it to function as a regular texture or a node texture by clicking the Use Nodes option in the Node Editor.

The default node setup will appear: a red-and-white checkerboard node connected to an Output named “Default”. For texture nodes, you can create as many Outputs as you like in your node setup. (Other types of node networks, as you may recall, are limited to only one Output node.) See the next section for details.

For instructions on how to add, remove and manipulate the nodes in the tree, see the Node Editor manual.

Using Multiple Outputs

Each texture that you define with Texture Nodes can have several outputs, which you can then use for different things. For example, you might want your texture to define both a diffuse (color) map and a normal map. To do this, you would:

  1. Create two texture slots in the texture list, and set them to the same texture datablock.
  2. Add two Output nodes to the node tree, and type new names into their Name text-boxes: e.g.Diffuse” for one and “Normal” for the other.
  3. Underneath the texture picker in the texture panel, you’ll see a dropdown list with the names of your outputs. For each entry in the texture list, select the desired output by changing the menu entry (e.g. set on to “Diffuse” and the other to “Normal”).

You can also use these named outputs if you've decided to define your material using Material Nodes. In this case, you probably won't be using Texture Channels. Instead, you'll insert Texture nodes into your Material Node tree using Add → Input → Texture. Then, inside the texture node that you've just added, you can select which output you want to use (e.g. Diffuse or Normal).

See also




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User Manual

World and Ambient Effects

World

Introduction
World Background

Ambient Effects

Mist
Stars (2.69)


Game Engine

Introduction

Introduction to the Game Engine
Game Logic Screen Layout

Logic

Logic Properties and States
The Logic Editor

Sensors

Introduction to Sensors
Sensor Editing
Common Options
-Actuator Sensor
-Always Sensor
-Collision Sensor
-Delay Sensor
-Joystick Sensor
-Keyboard Sensor
-Message Sensor
-Mouse Sensor
-Near Sensor
-Property Sensor
-Radar Sensor
-Random Sensor
-Ray Sensor
-Touch Sensor

Controllers

Introduction
Controller Editing
-AND Controller
-OR Controller
-NAND Controller
-NOR Controller
-XOR Controller
-XNOR Controller
-Expression Controller
-Python Controller

Actuators

Introduction
Actuator Editing
Common Options
-2D Filters Actuator
-Action Actuator
-Camera Actuator
-Constraint Actuator
-Edit Object Actuator
-Game Actuator
-Message Actuator
-Motion Actuator
-Parent Actuator
-Property Actuator
-Random Actuator
-Scene Actuator
-Sound Actuator
-State Actuator
-Steering Actuator
-Visibility Actuator

Game Properties

Introduction
Property Editing

Game States

Introduction

Camera

Introduction
Camera Editing
Stereo Camera
Dome Camera

World

Introduction

Physics

Introduction
Material Physics
No Collision Object
Static Object
Dynamic Object
Rigid Body Object
Soft Body Object
Vehicle Controller
Sensor Object
Occluder Object

Path Finding

Navigation Mesh Modifier

Game Performance

Introduction
System
Display
Framerate and Profile
Level of Detail

Python API

Introduction
Bullet physics
VideoTexture

Deploying

Standalone Player
Licensing of Blender Game

Android Support

Android Game development