Texture
  
  BrickTexture
  Procedural texture producing Bricks
  
  Cycles BrickTexture node.
  Inputs:
  
    - Vector: Texture coordinate to sample texture at. If the socket is left unconnected, this defaults to Generated texture coordinates.
 
    - Color1: Brick Color #1
 
    - Color2: Brick Color #2
 
    - Mortar: Mortar color
 
    - Scale: Overall texture scale
 
    - Mortar Size: The Mortar size; 0 means no Mortar
 
    - Bias: The color variation between the brick colors. Values of -1 and 1 only use one of the two colors; values in between mix the colors.
 
    - Brick Width: The width of the bricks
 
    - Row Height: The height of the brick rows
 
    - Offset: Brick offset of the various rows.
 
    - Offset Frequency: Frequency of the offset. A value of 2 gives an even/uneven pattern of rows.
 
    - Squash: Amount of brick squashing.
 
    - Squash Frequency: Frequency of brick squashing.
 
  
  Outputs:
  
    - Color: Texture color output
 
    - Fac: Mortar mask (1 = mortar)
 
  
  CheckerTexture
  Checkerboard texture.
  
  Cycles CheckerTexture node.
  Inputs:
  
    - Vector: Texture coordinate to sample texture at. If the socket is left unconnected, this defaults to Generated texture coordinates.
 
    - Color1: First checkerboard color.
 
    - Color2: Second checkerboard color.
 
    - Scale: Overall texture scale
 
  
  Outputs:
  
    - Color: Texture color output
 
    - Fac: Checker 1 mask (1 = Checker 1)
 
  
  EnvironmentTexture
  Used to light your scene using an environment map image file as a texture.
  
  Cycles EnvironmentTexture node.
  Inputs:
  
    - Vector: Texture coordinate to sample texture at. If the socket is left unconnected, this defaults to Generated texture coordinates.
 
    - Projection: Choose the type of texture projection you want to use for the material.
      
        - Equirectangular: Uses XY coordinates.
 
        - Mirror Ball: Uses spherical mapping.
 
      
     
    - Image: Click to choose the texture that you want to use.
 
  
  Outputs:
  
    - Color: RGB color from the image.
 
    - Alpha: Alpha output from the image. If the image has no alpha channel, output is white.
 
  
  GradientTexture
  A gradient texture based on an input vector.
  
  Cycles GradientTexture node.
  Inputs:
  
    - Vector: Texture coordinate to sample texture at. If the socket is left unconnected, this defaults to Generated texture coordinates.
 
    - Type:
      
        - Point: (TBD)
 
        - Normal: (TBD)
 
        - Texture: (TBD)
 
        - Vector: (TBD)
 
      
     
  
  Outputs:
  
    - Color: Texture color output.
 
    - Fac: Texture intensity output.
 
  
  ImageTexture
  The Image Texture is used to add an image file as a texture.
  
  Cycles ImageTexture node.
  Inputs:
  
    - Vector: Texture coordinate to sample texture at. If the socket is left unconnected, this defaults to Generated texture coordinates.
 
    - Color Space: The type of data that the image contains
      
        - __builtin_srgb: Most color textures and final renders are stored in sRGB format. 
 
        - __builtin_raw: Select RAW for images that do not contain colors (grayscale images such as bump, opacity, specular, etc), or for Normal maps. 
 
      
     
    - Projection: Choose the type of texture projection you want to use for the material.
      
        - Flat: Uses the XY coordinates for mapping.
 
        - Box: Projects texture onto 6 sides of a virtual cube.
 
        - Tube: Maps the tube to a sphere, using the Z axis as the center.
 
        - Sphere: Uses spherical mapping using the Z axis as the center.
 
      
     
    - Extension: Extension defines how the image is extrapolated past the original bounds:
      
        - Periodic: (Repeat in Cycles) Will repeat the image horizontally and vertically giving tiled-looking result.
 
        - Clamp: (Clip in Cycles)) Clip to the original image size and set all the exterior pixels values to transparent black.
 
        - Black: (Extend in Cycles) Will extend the image by repeating pixels on its edges.
 
        - Mirror: Mirrors the image horizontally and vertically, giving seamless result.
 
      
     
    - Interpolation:
      
        - Closest: No interpolation, use only closest pixel for rendering pixel art.
 
        - Linear: Regular quality interpolation.
 
        - Smart: Only for Open Shading Language. Use cubic interpolation when scaling up and linear when scaling down, for a better performance and sharpness.
 
        - Cubic: Smoother, better quality interpolation. For bump maps this should be used to get best results.
 
      
     
    - Image: Click to choose the texture that you want to use.
 
  
  Outputs:
  
    - Color: Texture color output.
 
    - Alpha: Alpha output.
 
  
  MagicTexture
  Creates a psychedelic color texture.
  
  Cycles MagicTexture node.
  Inputs:
  
    - Vector: Texture coordinate to sample texture at. If the socket is left unconnected, this defaults to Generated texture coordinates.
 
    - Scale: Number of iterations
 
    - Distortion: Amount of distortion.
 
    - Depth: Depth of the effect:
 
  
  Outputs:
  
    - Color: Texture color output
 
    - Fac: Texture intensity output
 
  
  MusgraveTexture
  Advanced procedural noise texture. May need some adjustments (multiplication and addition) in order to see more detail.
  NOTE: This texture node has been replaced in Cycles by the NoiseTexture node.
  
  Cycles MusgraveTexture node.
  Inputs:
  
    - Vector: Texture coordinate to sample texture at. If the socket is left unconnected, this defaults to Generated texture coordinates.
 
    - W: Texture coordinate to evaluate the noise at.
 
    - Scale: Overall texture scale.
 
    - Detail: Amount of noise detail.
 
    - Dimension: The difference between the magnitude of each two consecutive octaves. Larger values corresponds to smaller magnitudes for higher octaves.
 
    - Lacunarity: The difference between the scale of each two consecutive octaves. Larger values corresponds to larger scale for higher octave.
 
    - Offset: An added offset to each octave, determines the level where the highest octave will appear.
 
    - Gain:An extra multiplier to tune the magnitude of octaves.
 
    - Type: Choose multifractal, fBM, hybrid_multifractal, ridged_multifractal, or hetero_terrain.
 
  
  
    - Dimensions:  Choose 1D, 2D, 3D, or 4D.
 
  
  Outputs:
  
    - Fac: Texture intensity output.
 
  
  NoiseTexture
  Procedural Perlin noise texture that produces a cloud pattern.
  
  Cycles NoiseTexture node.
  Inputs:
  
    - Vector: Texture coordinate to sample texture at. If the socket is left unconnected, this defaults to Generated texture coordinates.
 
    - W: Texture coordinate to evaluate the noise at.
 
    - Scale: Overall texture scale
 
    - Detail: Number of noise octaves. The fractional part of the input is multiplied by the magnitude of the highest octave. Higher number of octaves corresponds to a higher render time.
 
    - Roughness: Blend between a smoother noise pattern, and rougher with sharper peaks.
 
    - Distortion: Amount of distortion.
 
    - Dimensions: Choose 1D, 2D, 3D, or 4D.
 
  
  Outputs:
  
    - Fac: Value of fractal noise.
 
    - Color: Color with different fractal noise in each component.
 
  
  SkyTexture
  Procedural Sky texture for backgrounds.
  
  Cycles SkyTexture node.
  Inputs:
  
    - Vector: Texture coordinate to sample texture at. If the socket is left unconnected, this defaults to Generated texture coordinates.
 
    - Sky Type: Sky model to use. Preetham or Hosek / Wilkie
 
    - Turbidity: A value that defines the amount of humidity in the atmosphere. Lower values result in clearer skies. Higher values make sky more hazy.  A value of 2 produces a clear sky. A value of 10 produces a hazy sky.
 
    - Ground Albedo: The amount of light reflected from the ground
 
    - Sun Direction: The sun direction vector. Enter three values in X, Y, and Z positions respectively.
 
  
  Outputs:
  
    - Color: Texture color output.
 
  
  VoronoiTexture
  Procedural texture producing Voronoi cells
  
  Cycles VoronoiTexture node.
  Inputs:
  
    - Vector: Texture coordinate to sample texture at. If the socket is left unconnected, this defaults to Generated texture coordinates.
 
    - W: Texture coordinate to evaluate the noise at.
 
    - Scale: Scale of the noise.
 
    - Smoothness: The smoothness of the noise. Higher values blur the noise.
 
    - Exponent: Exponent of the Minkowski distance metric. Lower values create more variance. Higher values reduce variance.
 
    - Randomness: The randomness of the noise. Increase values to create more randomness.
 
    - Dimensions:
      
        - 1D: Evaluate the noise in 1D space at the input W.
 
        - 2D: Evaluate the noise in 2D space at the input Vector. The Z component is ignored.
 
        - 3D: Evaluate the noise in 3D space at the input Vector.
 
        - 4D: Evaluate the noise in 4D space at the input Vector and the input W as the fourth dimension.
 
      
     
    - Distance Metric: The distance metric used to compute the texture. Options are Euclidean, Manhattan, Chebychev, and Minkowski. 
 
    - Feature: The Voronoi feature that the node will compute and return.
      
        - F1: Compute and return the distance to the closest feature point as well as its position and color.
 
        - F2: Compute and return the distance to the second closest feature point as well as its position and color.
 
        - Smooth F1: Compute and return a smooth version of F1.
 
        - Distance to Edge: Compute and return the distance to the edges of the Voronoi cells.
 
        - Z-Sphere Radius: Compute and return the radius of the n-sphere inscribed in the Voronoi cells. In other words, it is half the distance between the closest feature point and the feature point closest to it.
 
      
     
  
  Outputs:
  
    - Distance: Distance.
 
    - Color: Cell color. The color is arbitrary.
 
    - Position: Position of feature point.
 
    - W: Position of feature point.
 
    - Radius: N-Sphere radius.
 
  
  WaveTexture
  Procedural bands or rings texture with noise distortion
  
  Cycles WaveTexture node.
  Inputs:
  
    - Vector: Texture coordinate to sample texture at. If the socket is left unconnected, this defaults to Generated texture coordinates.
 
    - Scale: Overall texture scale
 
    - Distortion: Amount of distortion of the wave (similar to the Marble texture in Blender Internal)
 
    - Detail: Amount of distortion noise detail
 
    - Detail Scale: Scale of distortion noise
 
    - Detail Roughness: Blend between a smoother noise pattern, and rougher with sharper peaks.
 
    - Phase Offset: Position of the wave along the Bands Direction. This can be used as an input for more control over the distortion.
 
    - Type: Point, Normal, Texture, or Vector
 
    - Bands Direction: The axis the bands propagate from i.e. which axis they are perpendicular to. When using Bands a Diagonal axis is an option.
 
    - Rings Direction: The axis the rings propagate from i.e. which axis they are perpendicular to. When using Rings the rings can propagate outwards from a single point by using Spherical direction
 
    - Profile: Saw produces a sawtooth profile. Sine uses standard sine profile. Tri produces a blended gradient profile.
 
  
  Outputs:
  
    - Color: Texture color output
 
    - Fac: Texture intensity output