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Procedural textures

A procedural texture combines mathematical structure and color to suggest a surface without using a photograph of that surface.

Construct marble veins, growth rings and cloud banks from their ingredients

Unwarped structure with the same tonal shaping
01 · StructureDirectional phase → narrow veins
Coherent variation shared by the construction
02 · VariationSeed 12 · normalized FBM
The constructed material Marble veins
03 · Marble veinsCombine the ingredients, then map color
The material comes from the constructionp = carrier phase + 8 × influence × (FBM − ½)v = 1 − (½ + ½ sin(p))¹²

A high power pinches broad sine bands into thin veins. Coherent noise bends their phase before that shaping happens.

These are stylized 2D scalar textures. The colors do not add lighting, depth or physically measured material properties.

Try this Choose Graphite and set noise influence to zero: the material returns to the structure panel. Reload another construction and inspect what changes before choosing its colors.

Reduce noise in the current material to reveal its carrier, then restore and strengthen the variation. Use any control to take over.

What to try
  1. Load a material construction and compare its shaped carrier, noise and colored result.
  2. Choose Graphite and set Noise influence to zero, then restore variation and inspect another construction.
Open in the Lab ↗

What to look for: Marble pinches a sine wave into veins; wood shapes radial growth rings; clouds shape a layered density field. Removing noise influence reveals the carrier exactly. Color maps the result after its structure is computed.

How it works

Wood and marble can use directional or warped variation; clouds use layered smooth fields; brick and fabric rely more strongly on repeated geometry. The Lab exposes these as adjustable generators with scale, detail and two endpoint colors.

The useful question is which structural feature the texture contributes. Broad variation can establish lighting-like masses; fine detail adds grain; repeated geometry creates rhythm. Treating these as separate decisions makes it easier to build an image instead of accepting a preset as a finished material.

Use it in the Lab

Use a generated texture as one layer, then adjust tone, map colors or combine it with painted marks. Save useful settings as part of a chain when the material becomes a repeatable ingredient.

Limits & distinctions

These are stylized two-dimensional generators. They do not produce physically based material channels, measured surface properties or a lighting simulation.

Sources & references

Guide updated