The Marble texture map can be used to generate a procedural marble texture. It uses two colors that can also have texture maps assigned to them.
Vein Color – Specifies the color of the marble's veins
Filler Color – Specifies the main color of the marble.
Vein Width – Controls the thickness of the marble veins.
Diffusion – Controls the amount of blur applied to the veins.
Contrast – Controls the contrast.
Amplitude – Controls the amount of distortion in the marbles vein's. A value of 0 will m ake these a straight line.
Ratio – Controls the amplitude ratio between two consecutive levels of the fractal noise. A value of 0 will make only the first noise level affect the result, and a value of 1 will make all noise levels affect the result with the same weight.
Ripples – Controls the distortion of the marble's veins non-uniformly.
Depth Min – Minimum level of the fractal noise.
Depth Max – Maximum level of the fractal noise.
Vein Color – Controls the intensity of the marble Vein Color.
Filler Color – Controls the intensity of the marble Filler Color.
Vein Width – Controls the intensity of the Vein Width parameter.
Diffusion – Controls the intensity of the blur.
Contrast – Controls the intensity of the contrast between the veins and filler.
Amplitude – Controls the intensity of the vein distortion.
Ratio – Controls the intensity of the amplitude Ratio, which determines how the two different fractal noise levels affect the vein pattern.
Ripples – Controls the intensity of the vein distortion.
Depth Min – Controls the intensity of the fractal noise's minimum level.
Depth Max – Controls the intensity of the fractal noise's maximum level.
UV Transformation – Applies transformations to the UV texture space.
Repeat – Specifies how many times to repeat the U or V spaces of the texture.
Offset – Specifies an amount to offset the U or V spaces.
Mirror – When enabled, the U or V spaces will be mirrored.
Rotation – Specifies the number of degrees to rotate the UV texture.
UVWGenChannel – Allows modification for the geometry source's UVW data.
Channel – Specifies the index of the mapping channel data to use. A value of -1 will take the first available channel.
Double-sided Mode – Enables both sides of the object to be affected by the UVW data.
UVWGenEnvironment – Allows spherical, cube, etc. textures to be mapped on the environment color slot or dome lights.
Channel – Specifies the type and shape of the texture:
Shrink wrap (Max)
Direction Transformation – Applies transformations to the direction of the UVW texture.
Rotation – Specifies the amount to adjust the texture's horizontal or vertical rotation.
Repeat – Specifies how many times to repeat the texture horizontally or vertically.
Mirror – When enabled, the texture will be flipped along the specified axis.