New Feature in development: texture nodes

The texture node system is a project to integrate a node-based texture generator into Blender.

Rob wrote:

Hi, your readers might be interested to know that texture nodes have been committed to SVN and will be in the next release.

It's a new node type that lets you create your own procedural textures. Supported features include animation, infinite resolution, and multiple output channels.

Links



Related Posts


Related posts are selected automatically based on their content.


32 Responses to “New Feature in development: texture nodes”  

  1. 1 Christopher Allan Webber Edit Link

    Holy cow! This makes nodes even more useful than they already are :O

  2. 2 Artisten Edit Link

    Wow, those screens looks awesome. Look forward to testing them out ;)

    btw: the last link leads to a 200×120 px picture, not a full-sized one.

  3. 3 Bart Edit Link

    @Artisten: link updated, sorry about that!

  4. 4 mbue Edit Link

    I've followed the development of this feature since it was first mentioned some time ago. I can't say how thankful I am to finally see this in SVN :D
    Many thanks to the developers!

    Martin

    PS: That fractal setup really IS a bit insane - insanely cool, but still insane. :D

  5. 5 Matt Edit Link

    Awesome! I can't wait!

  6. 6 Tx_Rx Edit Link

    Ahh, trying to compile just now but getting some weird errors (win32). Will try later, this is most intriguing!

  7. 7 DJ_Boxer Edit Link

    Can't wait for the full release! With the texture nodes Blender moves up a notch. The setup for the fractal is insanely awesome!

  8. 8 blackcoatman Edit Link

    you mean the fractal isn't a mockup? o.O omg…

  9. 9 Admiral Potato Edit Link

    This is… really REALLY awesome!
    I can't wait to play around with it!
    I wonder though… how will this tie in with the node based materials we now have in the GLSL preview modes…
    Will there be options somewhere that will allow you to pick the resolution that these procedural textures are displayed at in a realtime preview?

  10. 10 BlenderLovingSquirrel Edit Link

    F-YEAH f-YAH baby F-YEAHHHHHHHH!!!

    *runs around in the buff*

  11. 11 jorge Edit Link

    yeah !i dont know how i could use this, but coooll!!!

  12. 12 Oigen Quark Edit Link

    Great news everybody! - as professor Farnsworth uses to say.
    )))

  13. 13 ccherrett Edit Link

    I am so glad this made it in SVN. Nice work devs!

  14. 14 ysvry Edit Link

    texture nodes great will they also be able to import a sgv tile? that would be uber cool.

  15. 15 ysvry Edit Link

    probably spelled svg, for standard vector graphic. (misspelled due to dislexy :P)

  16. 16 Trebawa Edit Link

    I've been wanting this forever! Finally!

  17. 17 Jonathan Edit Link

    Yup. Now that's procedural power for us!

  18. 18 T-Rev Edit Link

    YEAAA!!! About time! I've been waiting for this ever since I found out what a node was! Now I can hardly believe this wonderful day has come!

  19. 19 Jonathan Edit Link

    But why are the texture nodes separated from the materials? It would be nice to create diffuse, bumps, specs and all at once!

  20. 20 Cohen Edit Link

    I'm filled with so much anticipation for blender, that if I dwell on node based shading and texturing system any longer, my head may burn with raging excitement. seriously…

  21. 21 innactpro Edit Link

    This is great.

    I would still like to see action nodes for animation.

    Nodes are so flexible I would actually like to see nodes for practically anything you can do in Blender.

  22. 22 BlenderLovingSquirrel Edit Link

    exactly! innactpro - that's exactly what ICE is as well as Flowgraphs in Cryengine 2

    Nodes yeah boi!!

    shallallallalla!!!

  23. 23 X-acious Edit Link

    @ ysvry:

    "probably spelled svg, for standard vector graphic. (misspelled due to dislexy :P)"

    It's svg for Scalable Vector Graphics. A vector's nature makes it easily scalable to any size whereas rasterized graphics get pixilated more and more the further you scale it beyond it's original resolution, hence the Scalable in svg.

  24. 24 Smitje Edit Link

    That looks awsome,
    It is a great addition to the current texturing, that is a bit of a mistery to me to be honest.
    congratulations and ceep it up.

  25. 25 ROUBAL Edit Link

    One more great tool in the box ! I don't use often material nodes, but I think that this will be change with texture nodes.
    Good work ! Thank you !

  26. 26 RedJay Edit Link

    Awesome! I guess I better learn how to use nodes now;)

  27. 27 banor Edit Link

    Excellent! Looking forward to testing it out.

  28. 28 panzi Edit Link

    This is awesome. I already played with it yesterday and it looks promising. In combination with the displacement modifier you can do similar things as with ANT, TerryNoise or Inner World (it's very similar to Inner World, in fact). However, there are not much nodes yet. Things like separate/combine colors and much more important a transformation node (translation, rotations, scaling) and some kind of falloff node (similar to a sphere blend but with linear, gauss, sin and other falloff functions with variable parameters) is missing to make it perfect. Such nodes should be trivial to implement. If I had time I would do it. (I do not have time before February.)

  29. 29 kram1032 Edit Link

    That looks amazing :D Will help a lot for sure :D great!

  30. 30 nim Edit Link

    WOHOO!
    hope to be generating composite passes of organic textures with this in the future :3

  31. 31 panzi Edit Link

    I wrote a patch that adds two small texture nodes: Coordinate and Distance.
    See: https://projects.blender.org/tracker/index.php?func=detail&aid=17998&group_id=9&atid=127

    Using this you can make a procedural texture that uses the x/y/z coordinates as parameter. I used it to make a nice cosine falloff for a terrain (see link above). You could also use it to make waves and similar things. However, there seems to be a bug with my code that shows under some circumstances. I can't figure why, because its VERY simple. Maybe someone here can figure it out? I described the bug in the link above.

  32. 32 DramaKing Edit Link

    Procedural textures!? Yippee! I'm really doing to have to get the latest build now.

Leave a Reply