9/12/25, 9:50 AM Procedural texture - Wikipedia
Procedural texture
In computer graphics, a procedural
texture[1] is a texture created using a
mathematical description (i.e. an algorithm)
rather than directly stored data. The
advantage of this approach is low storage
cost, unlimited texture resolution and easy
texture mapping.[2] These kinds of textures
are often used to model surface or
volumetric representations of natural
elements such as wood, marble, granite,
metal, stone, and others.
Usually, the natural look of the rendered
result is achieved by the usage of fractal
noise and turbulence functions. These
functions are used as a numerical
representation of the "randomness" found in
nature. Procedurally generated tiling textures
Solid texturing
Solid texturing is a process where the texture generating function is evaluated over at each
visible surface point of the model so the resulting material properties (like color, shininess or
normal) depends only on their 3D position, not their parametrized 2D surface position like in
traditional 2D texture mapping. Consequently, solid textures are unaffected by distortions of the
surface parameter space, such as you might see near the poles of a sphere. Also, continuity between
the surface parameterization of adjacent patches isn't a concern either. Solid textures will remain
consistent and have features of constant size regardless of distortions in the surface coordinate
systems.[3] Initially these functions were based on simple combination of procedural noise
functions like Simplex noise or Perlin noise. Currently a vast arsenal of techniques are available,
ranging from structured regular texture (like a brick wall), to structured irregular textures (like a
stonewall), to purely stochastic textures.[4]
Cellular texturing
Cellular texturing differs from the majority of other procedural texture generating techniques as it
does not depend on noise functions as its basis, although it is often used to complement the
technique. Cellular textures are based on feature points which are scattered over a three-
dimensional space. These points are then used to split up the space into small, randomly tiled
regions called cells. These cells often look like "lizard scales", "pebbles", or "flagstones". Even
though these regions are discrete, the cellular basis function itself is continuous and can be
evaluated anywhere in space.[5] Worley noise is a common type of cellular texture.
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Genetic textures
Genetic texture generation is an experimental approach to
generate textures. It is an automated process guided by a
human moderator. The flow of control usually has a
computer generate a set of texture candidates. From these,
a user picks a selection. The computer then generates
another set of textures by mutating and crossing over
elements of the user selected textures.[6] For more
information on exactly how this mutation and cross over
generation method is achieved, see Genetic algorithm. The
process continues until a suitable texture for the user is Cellular texture
generated. As the outcome is difficult to control, this
method is typically used only for experimental or abstract
textures.
Self-organizing textures
Starting from a simple white noise, self-organization processes can lead to structured patterns
while preserving some randomness. Reaction–diffusion systems are one way of generating such
textures. Realistic textures can be generated by simulating complex chemical reactions within
fluids. These systems may show behaviors similar to real processes (Morphogenesis) found in
nature, such as animal markings (shells, fish, wild cats...).
Programs for creating textures
Substance Designer
Filter Forge
TexRD (based on reaction-diffusion: self-organizing textures)
Material Maker (based on Godot Engine)
Besides specialized programs, others, such as Blender, CorelDRAW,[7] contain procedural texture
subsystems that can be used to generate textures.
See also
Perlin noise
Pixel shader
Procedural generation
Self-organization
Simplex noise
Texture artist
Texture synthesis
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References
1. Texture Analysis and Synthesis from Stanford Computer Graphics Laboratory (1994-2020 (http
s://[Link]/projects/texture/)
2. "Definition of procedural texture" ([Link]
-texture).
3. Ebert et al: Texturing and Modeling A Procedural Approach, page 10. Morgan Kaufmann, 2003.
4. Pietroni, Nico; Cignoni, Paolo; Miguel A., Otaduy; Roberto, Scopigno (2010). "A survey on solid
texture synthesis" ([Link]
[Link]) (PDF). IEEE Computer Graphics and Applications. 30 (4): 74–89.
doi:10.1109/MCG.2009.153 ([Link] PMID 20650730 (http
s://[Link]/20650730). S2CID 18074521 ([Link]
pusID:18074521).
5. Ebert et al: Texturing and Modeling A Procedural Approach, page 135. Morgan Kaufmann,
2003.
6. Ebert et al: Texturing and Modeling A Procedural Approach, page 547. Morgan Kaufmann,
2003.
7. "page 380" ([Link]
[Link]) (PDF).
Retrieved from "[Link]
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