Graphics Reference
In-Depth Information
A texture requires three groups
of properties: The first is the
actual texture itself, whether
it be an imported image, a
marble simulation, or just
noise; the second is the way
that the texture is mapped
onto geometry; the third de-
fines which properties of the
material the texture affects.
The topmost panel of the
Texture button is the familiar
multiproperty selector. Blender
allows as many as 18 different
textures layered onto a single
material. The texture in the
example scene is called “walls,”
and you can add a new texture
to your own scene by first
making sure that the wall object
is selected and that the proper
material appears in the material
buttons, then clicking the New
button below the selector.
Figure 7.5   Blender's texturing styles. Not all 
styles  are  created  equal.
Note
When you create a new texture in this panel, name it right away
by clicking on the default name (something like “Texture.001”)
and changing it to something descriptive. When you're ten hours
into creating surfaces for your scene, you don't want to have to
browse through a bunch of textures with names like “Texture.007”
and “Texture.009,” blindly flailing for the exact one you need to
apply to your material.
Figure 7.5 shows all of the different texturing styles available. The tex-
tures with checkerboard icons are procedural (computer-generated),
while the ones with the image file icon are image types. For the walls,
we've chosen stucci , one of the useful procedurals. The stucci texture
is perfect for anything that might be created by troweling a compound
over a surface (Stucco! Drywall!).
The Preview panel can show you either a flat representation of your
texture, which is useful when starting out, a preview of the whole
Figure 7.4   A basic procedural texture.
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