Introduction to Texture Nodes

Introduction to Texture Nodes

Posted on 13. May, 2009 by Andrew Price in Tutorials

In this tutorial we will be creating a brick texture using nothing but procedural textures and Blender’s powerful new texture node system.

teary-nights

Let’s begin…

Start by adding a plane and rotating it to face the camera.

1-plane1

With the plane selected, add a new material and new texture. Those familar with blender will recognize that a new button labelled Nodes has been added. Click it. You will notice that doing so, disables the standard dropdown texture choices.

2-nodes-button

Now switch to the Node editor.

15-node-editor

Again, you will notice a new button has been added to the header, in the shape of a spotted square. Click it to switch to the Texturing Node system.

1-tex-button

By default you will see a checkboard and output nodes. Go ahead and delete the checkerboard node.

3-delete-checkboard

Creating the brick mask

Add a brick texture by hitting space then selecting, Add>Patterns>Bricks. Change the settings to the picture below and connect it to the Output node.

4-brick-settings

This basic brick texture will be used as the foundation to create our diffuse, bump, pattern and spec maps, so we want to make sure that if we change any of the settings, that all 4 textures update accordingly. So to do this, we need to create a group.

With only the Brick node selected hit Ctrl+G, and click Make Group. To make it easier to identify later, label it ‘Mask’:

5-mask

The new node system allows us to add multiple outputs to the same node screen for each texture map that we need. In this case we are creating 4, so with the Mask and the Output nodes selected, duplicate it three times and label the outputs: Diffuse, Pattern, Spec and Bump.

6-duplicated-nodes

That’s the basic brick mask set up. We will now move on to texturing each map accordingly.

Altering the Pattern Texture

Create two cloud inputs (Add>Textures>Clouds) and give them the following settings:

7-clouds

These cloud layers will be used to give the bricks a randomized texture pattern depending on the row and number of the brick. To do this, join each cloud layer to the brick inputs in the mask that is connected to the Pattern output:

8-clouds-connected

The Bias setting can be adjusted from -1.00 to 1.00. This determines how much of Brick 1 and Brick 2 to use. Setting it to 0.00 will use both Brick 1 and Brick 2 evenly, creating a nice random brick texture, which is ideal for what we want.

Altering the Specular Texture

Just like we did with our pattern texture, we are going to be adding a texture that will reflect the light off our bricks. So in this instance the Musgrave texture works best (Add>Texture>Musgrave). Give the Musgrave texture the following settings (making sure you change the colors as shown) then insert it into the Brick 1 slot. Now change the colour of Brick 2 to black:

9-spec

This will create a fine sandy texture that will reflect off the light.

Altering the Bump Map Texture

The bump is slightly different in that we aren’t altering brick slot 1 or 2, but instead converting the resulting texture to a normal map. To do this, add a Value to Normal node (Add>Convertor>Value to Normal) and place it in between the mask and the output as shown. Make sure that you change the connection on the output from Color to Normal.

10-bump

This will ensure our bricks have nice bevelled edges.

The node system is now complete!

11-full-nodes

Adding the Node System to the Texture Panel

If you switch to the texture panel in our material settings, you will notice that our texture now has a dropdown list next to it, listing each of our outputs. This allows us to bring the textures from node system into our standard texture panel and change the blending options.

To start with select Diffuse from the drop down list.

12-node-selector

Now swith to the Map To panel and make the following changes.

13-diffuse-multiply

Going back to our Texture Panel, add another texture slot and change the output to Spec:

14-spec-select1

Switch to the Map To panel and make the following changes:

14-spec-settings

Add another texture slot and select Bump for the output:

15-bump-select

Now make the following changes in the Map To panel:

15-bump-settings

Add a final texture slot and select Pattern as the output:

16-pattern-select

Switch to the Map To tab and make the following changes:

16-pattern-settings

That’s it! If you render now, you should get a result similar to this:

1-by-1

I used the default brick size for this tutorial which is quite large. If you want to decrease their size, this can easily be done by altering the size of the texture in the Map Input field.

17-map-input

For example, altering those numbers to 3.00 yields this result:

3-by-3

As you can see the texture node system is incredibly powerful. It can be used to quickly create texture combinations that previously would have required the use of an image editor. This opens the doors to faster workflows, more realistic textures and more artistic license.

download_blend

I hope you have enjoyed this tutorial! If you have any questions be sure to ask. I’d love to see your end result, so feel free to post it below!

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77 Responses to “Introduction to Texture Nodes”

  1. simon.void

    02. Jul, 2009

    i used the brick and checker pattern in my Sam&Max WIP (http://blendpolis.de/a/sam_max-render_13472.jpg). And i have a problem with the apparently low resolution of these patterns. You just see the pixels. How can i change that?
    (brick pattern on the wall, checker pattern in fron of the door)

  2. FloridaJo

    03. Jul, 2009

    @Simon.Void. Be sure to hit ‘Full OSA’.

  3. simon.void

    03. Jul, 2009

    @FloridaJo: thanks, that was it. :-)

  4. Mats H

    16. Jul, 2009

    Thanks for this tutorial. I’ve been looking forward to this feature for so long. Your introduction was a great start. I’ve made a bunch of attempts to create a cobbled streets in Blender — now it looks like it will finally be possible.
    Thanks a lot!

  5. BlenderNoob

    27. Jul, 2009

    When I add another texture slot for the Spec. I don’t get the output dropdown menu!
    Anyone know what I did wrong?
    thanks ;)

  6. steveHtml

    04. Aug, 2009

    Dayum ! Newbie meets new world ! THANK You, best lookin’ wall I ever created in 2 + yrs ! FANTASTIC Tut., Thanks Again !!! To “BlenderNoob ” , I went to texture panels & where it says add New INSTEAD Press the UpDown Arrow, the Node just created will be in the list my window lists default Tex & Node texture

  7. Mark

    12. Aug, 2009

    can some one pleas tell me the specs for a computer that dose not frezzzzzzzz for god nows how long when you are doing all of these tutorials the only thing i can do now is model face and body

  8. Mike

    12. Aug, 2009

    Well just for the record I have used blender on some lower end machines and though it takes quite a while to render at a decent quality, I have dropped down the render output to a real basic quality to see how it would look before letting the computers churn away at the final sharper render. Is there a chance that you have a hardware issue (maybe a memory chip has to be reseated by popping it out and putting it back in again) or something running in the background ( a program or virus/trojan/parasite or other problematic) application that is causing this.

  9. Caitenni

    12. Aug, 2009

    For me to get the output dropdown menu you click on the button next to (left of)the clear box. Then click on the text that you were using on the first one. It should be easy to find because it should have an N in front of the name of the texture. That should give you the dropdown menu.

  10. Mark

    12. Aug, 2009

    Ok when i try to render with lux render engin it gives me an error that tells me python script error: Check console and on the python windo that opens when you open bleder it is telling me (runtime error: cantconvert curve to mesh. Dose the curve have any segments?) can some one pleas tell me what it means and if it helps i wos doing the tutorial on grass

  11. CJ

    18. Aug, 2009

    Thank you sooooo much for this tutorial!!! My problems with texturing have been non-stop ever since I got on this program, and I think 2.49’s Texture Nodes are my cure! Thank you for helping me grasp how to use them!!!!

  12. gunjan

    21. Aug, 2009

    i like it ,really its agood tutorial

  13. Craig

    30. Aug, 2009

    it says to delete the the checkerboard node.
    But it doesn’t say how.
    I can’t seem to select it so I can hit the delete key.
    Disconnecting the line to the output node doesn’t work either.
    Thanks in advance for any help

  14. FloridaJo

    30. Aug, 2009

    Just left click, hit ‘X’.

  15. Craig

    30. Aug, 2009

    O.K. got it.
    go to edit mode (Tab )
    select brick node.
    on the menu bar choose NODE/ delete

    great tut !!

  16. FloridaJo

    30. Aug, 2009

    Sure, you can do that way too if you have lots of time on your hands. Duh.

  17. Nombilian

    14. Sep, 2009

    Does anyone know how I can make such a tecture work on a cube, without just the upside being textured correctly?

    I have already changed all the “map input” settings to “Cube,” but alas, it was to no avail. Is there any other way? I need my texture on the side of a building based on a cube.

  18. Herman

    15. Sep, 2009

    Hi my name is Herman and I am from South Africa Kreursdorp (close to key west mall). I want to form a team to create a PC game using Blender GE. If you are interested to join me please send me an E-mail at hermandpienaar@live.co.za. It doesn’t matter if you are totally new to game designing. As long as you have a passion for 3-D designing and gaming!

    Or invite me on mxit- 072-750-3553

  19. amateur_blender

    26. Sep, 2009

    those are some sexy bricks

  20. mjkd

    29. Sep, 2009

    i had to invert the normal map, for some reason…

    but other than that its awesome!

  21. ZukO

    05. Nov, 2009

    neato. now i want to learn more about how all of this works.

  22. Ron Harris

    07. Nov, 2009

    For those of us who are more algorhitmically oriented, here is my take.

    1. Create a plane
    2. Add a new material to it
    3. Set texturing mode to nodes
    4. Enter node editor
    5. Select an input pattern
    6. Create a group from the pattern. Name the group.
    7. Duplicate the pattern and output node N times.
    8. Rename each output node according to usage
    9. Add additional nodes as input to existing nodes according to usage.
    10. Add each node texture to the plane’s material and adjust map input settings as required.
    11. Render.

    Comment: This is probably not the best way to make photorealistic brick.

    Question: Is there a way to see the texture on the object in the 3D View without taking other steps to convert it to a non-nodes texture?

  23. Scope

    17. Nov, 2009

    Nice, well done tut.
    I was lost until I reread and saw this…
    “… Click it to switch to the Texturing Node system.”

    About time I got into this.

  24. Ammon

    13. Dec, 2009

    i cant get the last part – i can’t find where the map input or drop down menu is – PLZ help. :D thx if you do

  25. Astapov

    23. Jan, 2010

    Now if you dump your brick noise texture into the blue chanel of the normal map you would be spot on ;) .

  26. Astapov

    23. Jan, 2010

    wait… its ether that or you convert it to a normal then dump it on top and zero out your blue chanel to the neutral blue on the noise bump.

  27. Ralph

    04. Feb, 2010

    When I created all the nodes, they were available in the output dropdown for the first texture which was the one the nodes were originally created for. However, when I added the next texture, there was no output dropdown button.

    I was able to do everything, but only if I first created a separate texture for each set of nodes. Then I got the output dropdown and it worked.

    It appears that each texture has its own set of nodes which are not common to all the textures.

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