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Texture Lab

Procedural Texture

Procedural texture stack — noise, cells and patterns layered with blend, mask, warp and per-pixel drive, compiled into one GPU pass

Rendered previewshTextureLab
rendering…
Drawn by the same renderer the editor uses, on a stand-in silhouette. Your layer's own shape, colours and backdrop will change the result.

Controls#

Every control the Shaders tab draws for this effect, with the ranges and defaults it actually uses — read from the shader's own schema, so this table cannot fall out of date. Controls marked conditional only appear once a related setting enables them.

ControlGroupTypeDefaultRange / choices
layersTEXTURE STACKstack[{"gen":"fbm","blend":"normal","mask":0,"warp":0,"drive":0,"on":1,"scale":2.4,"stretch":1,"rot":0,"oct":5,"gain":0.5,"lac":2,"opacity":1,"warpAmt":0.35,"driveAmt":0.5,"contrast":1.2,"bias":1,"offX":0,"offY":0,"flowAng":0,"flowSpeed":0,"evo":0},{"gen":"ridged","blend":"overlay","mask":0,"warp":1,"drive":0,"on":1,"scale":5.5,"stretch":1,"rot":0,"oct":4,"gain":0.5,"lac":2,"opacity":0.55,"warpAmt":0.45,"driveAmt":0.5,"contrast":1,"bias":1,"offX":0,"offY":0,"flowAng":0,"flowSpeed":0,"evo":0}]—
master scaleSURFACErange10.15 … 6
base levelSURFACErange0.50 … 1
seamless tileSURFACEcheck0—
tile period *SURFACErange41 … 12
modeCOLOURselect0Palette · Duotone
palette *COLOURpaletteholo—
ramp cycles *COLOURrange10.2 … 4
ramp shift *COLOURrange00 … 1
low colour *COLOURcolor#101014—
high colour *COLOURcolor#f2f2f5—
saturationCOLOURrange10 … 2
brightnessCOLOURrange10.4 … 1.8
grainCOLOURrange00 … 0.15
outputRELIEFselect0Colour · Relief · Colour + relief · Normal map · Height (grey)
depth *RELIEFrange1.20 … 4
light angle *RELIEFrange135-180 … 180
light height *RELIEFrange455 … 89
sheen *RELIEFrange0.350 … 1.5
height cuts alphaCUTOUTcheck0—
cut start *CUTOUTrange0.350 … 1
cut end *CUTOUTrange0.550 … 1
* conditional — shown only when a related setting enables it

Presets#

MarbleMolten RockBrushed MetalCrumpledCracked EarthGrunge CutoutLiquid FlowWoven Cloth

Presets set several controls at once. They are starting points, not modes — everything stays editable afterwards.

See also#

shadersAll Procedural Texture→

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