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Rock is a solid texture created by blending two distinct colors using 3d granular noise. The result resembles rock.

Used as a bump map, the Rock texture can produce a rough, sandpaper-like texture.

Aside from the attributes listed here, Rock inherits many other attributes from its parent, Texture3d

In the table below, important attributes are listed with their names shown in bold in the description column.

Node nameParentsClassificationMFn typeCompatible function sets
rocktexture3dtexture/3d:drawdb/shader/texture/3d/rockkRockkBase
kNamedObject
kDependencyNode
kTexture3d
kRock

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

Attributes (19)

color1, color1B, color1G, color1R, color2, color2B, color2G, color2R, diffusion, grainSize, mixRatio, refPointCamera, refPointCameraX, refPointCameraY, refPointCameraZ, refPointObj, refPointObjX, refPointObjY, refPointObjZ

Long name (short name)TypeDefaultFlags
color1 (c1) float30.235, 0.0, 0.0outputinputconnectablestorable
Color1 is one of the two colors blended together to make the Rock texture.
color1R (c1r) float0.0outputinputconnectablestorablekeyable
Color1 red value
color1G (c1g) float0.0outputinputconnectablestorablekeyable
Color1 green value
color1B (c1b) float0.0outputinputconnectablestorablekeyable
Color1 blue value
color2 (c2) float31.0, 1.0, 1.0outputinputconnectablestorable
Color2 is one of the two colors blended together to make the Rock texture.
color2R (c2r) float0.0outputinputconnectablestorablekeyable
Color2 red value
color2G (c2g) float0.0outputinputconnectablestorablekeyable
Color2 green value
color2B (c2b) float0.0outputinputconnectablestorablekeyable
Color2 blue value
diffusion (di) float1.0outputinputconnectablestorablekeyable
Diffusion controls how much the two colors blend into each other at their boundaries. Decrease Diffusion to make the two colors more separated from each other. Increase Diffusion to make the colors blend more.
grainSize (gs) float0.01outputinputconnectablestorablekeyable
Grain controls the size of the color speckles that are blended together to make the texture. Small values make the texture look finely speckled, more granite-like. Larger values make the texture look chunkier.
mixRatio (mr) float0.5outputinputconnectablestorablekeyable
Mix Ratio controls the relative amounts of each color that are seen in the final texture. Reduce Mix Ratio to see more of Color1, increase Mix Ratio to see more of Color2.
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