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manual/composite_nodes/types/input/texture.rst
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| Texture Node | |||||
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| .. admonition:: Reference | |||||
| :class: refbox | |||||
| | Panel: :doc:`Node Editor </render/blender_render/materials/nodes/editor>` --> :doc:`Node Composition </composite_nodes>` | |||||
| | Menu: :kbd:`Shift-A` --> :doc:`Input </ce/windows/nodes/composite#inputs>` --> Texture | |||||
| .. figure:: /images/Tutorials-NTR-Tex.jpg | |||||
| Texture node | |||||
| The *Texture* node makes 3D textures available to the compositor. | |||||
| The Texture node makes 3D textures available to the compositor. A texture, | |||||
| from the list of textures available in the current blend file, | |||||
| is selected and introduced through the value and/or color socket. | |||||
| .. note:: | |||||
| Please read up on the Blender Library system for help on importing and linking to textures in other blender files. | |||||
| .. note:: | |||||
| **You cannot edit the textures themselves in the node window**. | |||||
| To use this node, create and edit the texture in the normal texture buttons, | |||||
| then select the texture from the menu button on the node. | |||||
| You can change the *Offset* and a *Scale* | |||||
| (which is called Offs XYZ and Size XYZ in the Materials Texture Map Input panel) | |||||
| for the texture by clicking on the label and setting the sliders, | |||||
| thus affecting how the texture is applied to the image. For animation, | |||||
| note that this is a vector input socket, because the XYZ values are needed. | |||||
| Texture nodes can output a straight black-and-white *Value* image | |||||
| (don't mistake this for alpha) and an image (*Color*). | |||||
| Example | |||||
| ======= | |||||
| .. figure:: /images/Manual-Compositing-Input-Texture.jpg | |||||
| In the example above, we want to simulate some red plasma gas out there in space. So, we fog | |||||
| up an image taken from the Hubble telecscope of Orion and take the ever-so-useful Cloud | |||||
| texture and use it to mix in red with the image. | |||||