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How to Add 3D Textures to a Surface in Blender

Published in Blender Texturing 6 mins read

Adding textures to a surface in Blender involves applying a material to the object and then defining the texture within that material, often using Blender's powerful node-based Shader Editor. This process works for various types of textures, including procedural textures which are often referred to as "3D textures" because they are generated based on 3D coordinates rather than being projected from a 2D image.

To apply a texture to a 3D object's surface in Blender, you first need to assign a material to that object. Textures are then added and controlled within this material. The steps below guide you through the process, starting with material creation and then explaining how to incorporate different texture types, including those that behave like "3D textures".

Assigning a Material to Your Object

Every surface in Blender needs a material assigned to display colors, reflectivity, and textures. Follow these initial steps:

  1. Select the 3D object you want to assign material to.
  2. Select the "Materials" tab (identified by a sphere icon) in the user interface, typically found in the Properties Editor.
  3. Click on the + button to create a new material slot for the selected object.
  4. Click the "New" button to create a new material and assign it to the slot.
  5. You can then Rename the new material you just created (e.g., "WoodTexture", "ProceduralNoise") and press Enter.

(Based on steps from Polypop Live Documentation)

Once a material is assigned, you can define its appearance using the Shader Editor. This is where you add texture nodes.

Adding Textures in the Shader Editor

The real power of texturing in Blender comes from the Shader Editor (or Node Editor set to Shader). This editor allows you to connect various nodes – representing textures, colors, mathematical operations, etc. – to control the properties of your material, such as its base color, roughness, or bumpiness.

To access the Shader Editor:

  1. Split one of Blender's windows or change an existing window type to Shader Editor.
  2. Ensure your object is selected and the correct material is active in the Materials tab; it should automatically show up in the Shader Editor.

You will see nodes like "Principled BSDF" (the main shader) connected to a "Material Output" node.

Incorporating Texture Nodes

Textures are added as nodes in the Shader Editor and connected to inputs on shader nodes (like Principled BSDF). There are two primary ways to add texture detail:

  1. Image Textures: Using a 2D image file (like JPG, PNG) mapped onto the 3D surface.
  2. Procedural Textures: Generated mathematically by Blender. These are often considered "3D textures" as their values are typically calculated based on the 3D coordinates of the surface point, making them less prone to stretching or distortion compared to simple 2D projections, and they can fill infinite space.

Here’s how to add these:

Adding an Image Texture (2D Mapping)

  • In the Shader Editor, press Shift + A to bring up the Add menu.
  • Go to Texture > Image Texture. Click to place the node.
  • Click the "Open" button on the Image Texture node to load your image file.
  • Connect the "Color" output of the Image Texture node to the "Base Color" input of the Principled BSDF node (or other relevant inputs like Roughness, Normal, etc., often requiring intermediate nodes).

Adding a Procedural Texture ("3D Texture")

  • In the Shader Editor, press Shift + A to bring up the Add menu.
  • Go to Texture and select a procedural texture like Noise Texture, Voronoi Texture, Musgrave Texture, Wave Texture, etc. Click to place the node.
  • Connect the "Fac" or "Color" output of the procedural texture node to the "Base Color" input of the Principled BSDF node.
  • Practical Tip: For more control over mapping and using 3D coordinates explicitly, add Input > Texture Coordinate and Vector > Mapping nodes (Shift+A -> Input -> Texture Coordinate; Shift+A -> Vector -> Mapping). Connect the "Object" or "Generated" output of the Texture Coordinate node to the "Vector" input of the Mapping node, and the "Vector" output of the Mapping node to the "Vector" input of the procedural texture node. This allows translation, rotation, and scaling of the 3D texture space using the Mapping node.

Examples of Use

  • Noise Texture: Great for creating organic variations, marble, or cloud effects when connected to color, roughness, or displacement.
  • Voronoi Texture: Useful for generating patterns like cells, scales, or shattered glass.
  • Musgrave Texture: Creates complex, fractal noise patterns for rocky or organic surfaces.

Different procedural textures offer unique properties that you can adjust directly within the node, allowing for vast creative possibilities without needing external image files.

Summary of Texture Types in Materials

Understanding the different types of textures helps in choosing the right approach for your surface detail.

Texture Type How it Works "3D" Aspect Common Uses
Image Texture Uses a 2D image mapped to the surface Mapping determined by UV coordinates or other Photos, logos, detailed painted textures
Procedural Generated mathematically Values based on 3D space coordinates Noise, wood grain, stone patterns, abstract art

By combining different texture nodes, mixing them, and connecting them to various inputs on the Principled BSDF shader, you can create incredibly detailed and realistic surface materials in Blender.

Adding "3D textures" (like procedural noise or Voronoi) to a surface in Blender is achieved by first applying a material to your object and then adding and configuring the desired texture nodes within the material's shader network, typically in the Shader Editor.

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