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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.

Node nameParentsClassificationMFn typeCompatible function sets
stuccotexture3dtexture/3d:drawdb/shader/texture/3d/stuccokStuccokBase
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)TypeDefaultFlags
channel1 (c1) float31.0, 0.0, 0.0outputinputconnectablestorable
Channel1 is one of the two colors that comprise the texture.
channel1R (c1r) float0.0outputinputconnectablestorablekeyable
The red component of Channel1.
channel1G (c1g) float0.0outputinputconnectablestorablekeyable
The green component of Channel1.
channel1B (c1b) float0.0outputinputconnectablestorablekeyable
The blue component of Channel1.
channel2 (c2) float30.0, 0.0, 1.0outputinputconnectablestorable
Channel2 is one of the two colors that comprise the texture.
channel2R (c2r) float0.0outputinputconnectablestorablekeyable
The red component of Channel2.
channel2G (c2g) float0.0outputinputconnectablestorablekeyable
The green component of Channel2.
channel2B (c2b) float0.0outputinputconnectablestorablekeyable
The blue component of Channel2.
normalCamera (n) float30.0, 0.0, 1.0outputinputconnectablehidden
The input normal to perturbate
normalCameraX (nx) float0.0outputinputconnectablehidden
The X component of the input normal
normalCameraY (ny) float0.0outputinputconnectablehidden
The Y component of the input normal
normalCameraZ (nz) float0.0outputinputconnectablehidden
The Z component of the input normal
normalDepth (nd) float1.0outputinputconnectablestorablekeyable
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.

normalMelt (nm) float0.1outputinputconnectablestorablekeyable
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.

outNormal (on) float30.0, 0.0, 1.0outputconnectable
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) float0.0outputconnectable
The X component of Out Normal
outNormalY (ony) float0.0outputconnectable
The Y component of Out Normal
outNormalZ (onz) float0.0outputconnectable
The Z component of Out Normal
refPointCamera (rpc) float30.0, 0.0, 0.0outputinputconnectablehidden
The current reference sample point that has to be shaded
refPointCameraX (rcx) float0.0outputinputconnectablehidden
The x component of the current sample position
refPointCameraY (rcy) float0.0outputinputconnectablehidden
The y component of the current sample position
refPointCameraZ (rcz) float0.0outputinputconnectablehidden
The z component of the current sample position
refPointObj (rpo) float30.0, 0.0, 0.0outputinputconnectablehidden
The current reference sample point that has to be shaded
refPointObjX (rox) float0.0outputinputconnectablehidden
The x component of the current reference sample position
refPointObjY (roy) float0.0outputinputconnectablehidden
The y component of the current reference sample position
refPointObjZ (roz) float0.0outputinputconnectablehidden
The z component of the current reference sample position
shaker (sh) float20.0outputinputconnectablestorablekeyable
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.