Empty promises about procedural texturing

I’m really surprised procedural texturing hasn’t made greater strides over the years.

I started my 3d modelling and texturing journey using Imagine 2.0 on the Amiga, way back in 1992 (actually I started with VU-3D on the ZX Spectrum - but that didn’t really have texturing).

Imagine 2.0 already had a decent set of procedural textures, and when Imagine 3.0 came along and expanded the set (especially with an addon procedural texture pack - which I believe is based on the IFW texture library).

Things don’t really seem to have moved on all that much - which is a shame. I much prefer designing materials using procedural textures.

There was a flurry of activity a couple of years ago around using SDFs to expand the procedural texture toolset - and was showing promise and there were experimental builds and everything:

But it appears to have died a death. It’s a shame because this SDF style approach, building textures form simpler components and transforms really fits well with the whole node based/geonodes paradigm.

Another feature that procedural textures are missing is loops. Secrop created a loop node for cycles using python a few years back and geonodes has (I believe) just had one added. This is a very powerful feature and it would be nice to have out of the box.

Some of the new functionality in the Voronoi procedural texture (e.g. fractal Voronoi), could have actually been achieved by adding a texture loop node instead - with the advantage that it would have worked across any of Cycles procedural textures, not just Voronoi. I actually did experiments along these lines in the thread above - with each subsequent layer of texture having a increasingly smaller scale.

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