Octane Texture Pack: Procedural Edition has 100 incredibly detailed and 100% procedural textures. We gave ourselves the challenge of making every texture procedural so there are zero bitmaps or image textures! This means you can scale everything without limit and everything is customizeable. The textures are all set up to be seamless and tileable and most are prepared utilizing Triplanar Mapping so everything is simple for you to use. Every texture has smudges, dirt, flecks and subtle variations to make them incredibly realistic.
OctaneRender supports subsurface light scattering (SSS), complex IOR, chromatic dispersion, and absorption to create some of the best materials in the industry. Use the node editor to create complex materials from procedural textures, or quickly pull a material from our OctaneLive Material Database. In addition to OSL Textures, OctaneRender supports metallic materials, toon shaders, and allows importing complex PBR textures through a universal uber material node.
Perlin noise is a type of gradient noise developed by Ken Perlin in 1983. It has many uses, including but not limited to: procedurally generating terrain, applying pseudo-random changes to a variable, and assisting in the creation of image textures. It is most commonly implemented in two, three, or four dimensions, but can be defined for any number of dimensions.
It is also frequently used to generate textures when memory is extremely limited, such as in demos. Its successors, such as fractal noise and simplex noise, have become nearly ubiquitous in graphics processing units both for real-time graphics and for non-real-time procedural textures in all kinds of computer graphics.
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