Texture(ID)¶
base classes — bpy_struct, ID
subclasses —
BlendTexture, CloudsTexture, DistortedNoiseTexture, EnvironmentMapTexture, ImageTexture, MagicTexture, MarbleTexture, MusgraveTexture, NoiseTexture, OceanTexture, PointDensityTexture, StucciTexture, VoronoiTexture, VoxelDataTexture, WoodTexture
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class
bpy.types.Texture(ID)¶ Texture data-block used by materials, lamps, worlds and brushes
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contrast¶ Adjust the contrast of the texture
Type: float in [0, 5], default 0.0
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factor_blue¶ Type: float in [0, 2], default 0.0
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factor_green¶ Type: float in [0, 2], default 0.0
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factor_red¶ Type: float in [0, 2], default 0.0
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intensity¶ Adjust the brightness of the texture
Type: float in [0, 2], default 0.0
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saturation¶ Adjust the saturation of colors in the texture
Type: float in [0, 2], default 0.0
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type¶ NONENone.BLENDBlend, Procedural - create a ramp texture.CLOUDSClouds, Procedural - create a cloud-like fractal noise texture.DISTORTED_NOISEDistorted Noise, Procedural - noise texture distorted by two noise algorithms.ENVIRONMENT_MAPEnvironment Map, Create a render of the environment mapped to a texture.IMAGEImage or Movie, Allow for images or movies to be used as textures.MAGICMagic, Procedural - color texture based on trigonometric functions.MARBLEMarble, Procedural - marble-like noise texture with wave generated bands.MUSGRAVEMusgrave, Procedural - highly flexible fractal noise texture.NOISENoise, Procedural - random noise, gives a different result every time, for every frame, for every pixel.OCEANOcean, Use a texture generated by an Ocean modifier.POINT_DENSITYPoint Density.STUCCIStucci, Procedural - create a fractal noise texture.VORONOIVoronoi, Procedural - create cell-like patterns based on Worley noise.VOXEL_DATAVoxel Data, Create a 3D texture based on volumetric data.WOODWood, Procedural - wave generated bands or rings, with optional noise.
Type: enum in [‘NONE’, ‘BLEND’, ‘CLOUDS’, ‘DISTORTED_NOISE’, ‘ENVIRONMENT_MAP’, ‘IMAGE’, ‘MAGIC’, ‘MARBLE’, ‘MUSGRAVE’, ‘NOISE’, ‘OCEAN’, ‘POINT_DENSITY’, ‘STUCCI’, ‘VORONOI’, ‘VOXEL_DATA’, ‘WOOD’], default ‘NONE’
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use_clamp¶ Set negative texture RGB and intensity values to zero, for some uses like displacement this option can be disabled to get the full range
Type: boolean, default False
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use_color_ramp¶ Toggle color ramp operations
Type: boolean, default False
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use_nodes¶ Make this a node-based texture
Type: boolean, default False
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use_preview_alpha¶ Show Alpha in Preview Render
Type: boolean, default False
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users_material¶ Materials that use this texture (readonly)
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users_object_modifier¶ Object modifiers that use this texture (readonly)
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evaluate(value)¶ Evaluate the texture at the coordinates given
Returns: Result Return type: float array of 4 items in [-inf, inf]
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classmethod
bl_rna_get_subclass(id, default=None)¶ Parameters: id (string) – The RNA type identifier. Returns: The RNA type or default when not found. Return type: bpy.types.Structsubclass
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classmethod
bl_rna_get_subclass_py(id, default=None)¶ Parameters: id (string) – The RNA type identifier. Returns: The class or default when not found. Return type: type
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Inherited Properties
Inherited Functions
References