# PointDensity(bpy_struct)

base class — `bpy_struct`

class `bpy.types.``PointDensity`(bpy_struct)

  Point density settings

  `color_ramp`

    Type: | `ColorRamp`, (readonly)

  `color_source`

    Data to derive color results from

    - `CONSTANT` Constant.
    - `PARTICLE_AGE` Particle Age, Lifetime mapped as 0.0 - 1.0 intensity.
    - `PARTICLE_SPEED` Particle Speed, Particle speed (absolute magnitude of velocity) mapped as 0.0-1.0 intensity.
    - `PARTICLE_VELOCITY` Particle Velocity, XYZ velocity mapped to RGB colors.

    Type: | enum in [‘CONSTANT’, ‘PARTICLE_AGE’, ‘PARTICLE_SPEED’, ‘PARTICLE_VELOCITY’], default ‘CONSTANT’

  `falloff`

    Method of attenuating density by distance from the point

    - `STANDARD` Standard.
    - `SMOOTH` Smooth.
    - `SOFT` Soft.
    - `CONSTANT` Constant, Density is constant within lookup radius.
    - `ROOT` Root.
    - `PARTICLE_AGE` Particle Age.
    - `PARTICLE_VELOCITY` Particle Velocity.

    Type: | enum in [‘STANDARD’, ‘SMOOTH’, ‘SOFT’, ‘CONSTANT’, ‘ROOT’, ‘PARTICLE_AGE’, ‘PARTICLE_VELOCITY’], default ‘STANDARD’

  `falloff_curve`

    Type: | `CurveMapping`, (readonly)

  `falloff_soft`

    Softness of the ‘soft’ falloff option

    Type: | float in [0.01, inf], default 0.0

  `falloff_speed_scale`

    Multiplier to bring particle speed within an acceptable range

    Type: | float in [0.001, 100], default 0.0

  `noise_basis`

    Noise formula used for turbulence

    - `BLENDER_ORIGINAL` Blender Original, Noise algorithm - Blender original: Smooth interpolated noise.
    - `ORIGINAL_PERLIN` Original Perlin, Noise algorithm - Original Perlin: Smooth interpolated noise.
    - `IMPROVED_PERLIN` Improved Perlin, Noise algorithm - Improved Perlin: Smooth interpolated noise.
    - `VORONOI_F1` Voronoi F1, Noise algorithm - Voronoi F1: Returns distance to the closest feature point.
    - `VORONOI_F2` Voronoi F2, Noise algorithm - Voronoi F2: Returns distance to the 2nd closest feature point.
    - `VORONOI_F3` Voronoi F3, Noise algorithm - Voronoi F3: Returns distance to the 3rd closest feature point.
    - `VORONOI_F4` Voronoi F4, Noise algorithm - Voronoi F4: Returns distance to the 4th closest feature point.
    - `VORONOI_F2_F1` Voronoi F2-F1, Noise algorithm - Voronoi F1-F2.
    - `VORONOI_CRACKLE` Voronoi Crackle, Noise algorithm - Voronoi Crackle: Voronoi tessellation with sharp edges.
    - `CELL_NOISE` Cell Noise, Noise algorithm - Cell Noise: Square cell tessellation.

    Type: | enum in [‘BLENDER_ORIGINAL’, ‘ORIGINAL_PERLIN’, ‘IMPROVED_PERLIN’, ‘VORONOI_F1’, ‘VORONOI_F2’, ‘VORONOI_F3’, ‘VORONOI_F4’, ‘VORONOI_F2_F1’, ‘VORONOI_CRACKLE’, ‘CELL_NOISE’], default ‘BLENDER_ORIGINAL’

  `object`

    Object to take point data from

    Type: | `Object`

  `particle_cache_space`

    Coordinate system to cache particles in

    Type: | enum in [‘OBJECT_LOCATION’, ‘OBJECT_SPACE’, ‘WORLD_SPACE’], default ‘OBJECT_LOCATION’

  `particle_system`

    Particle System to render as points

    Type: | `ParticleSystem`

  `point_source`

    Point data to use as renderable point density

    - `PARTICLE_SYSTEM` Particle System, Generate point density from a particle system.
    - `OBJECT` Object Vertices, Generate point density from an object’s vertices.

    Type: | enum in [‘PARTICLE_SYSTEM’, ‘OBJECT’], default ‘PARTICLE_SYSTEM’

  `radius`

    Radius from the shaded sample to look for points within

    Type: | float in [0.001, inf], default 0.0

  `speed_scale`

    Multiplier to bring particle speed within an acceptable range

    Type: | float in [0.001, 100], default 0.0

  `turbulence_depth`

    Level of detail in the added turbulent noise

    Type: | int in [0, 30], default 0

  `turbulence_influence`

    Method for driving added turbulent noise

    - `STATIC` Static, Noise patterns will remain unchanged, faster and suitable for stills.
    - `PARTICLE_VELOCITY` Particle Velocity, Turbulent noise driven by particle velocity.
    - `PARTICLE_AGE` Particle Age, Turbulent noise driven by the particle’s age between birth and death.
    - `GLOBAL_TIME` Global Time, Turbulent noise driven by the global current frame.

    Type: | enum in [‘STATIC’, ‘PARTICLE_VELOCITY’, ‘PARTICLE_AGE’, ‘GLOBAL_TIME’], default ‘STATIC’

  `turbulence_scale`

    Scale of the added turbulent noise

    Type: | float in [0.01, inf], default 0.0

  `turbulence_strength`

    Strength of the added turbulent noise

    Type: | float in [0.01, inf], default 0.0

  `use_falloff_curve`

    Use a custom falloff curve

    Type: | boolean, default False

  `use_turbulence`

    Add directed noise to the density at render-time

    Type: | boolean, default False

  `vertex_cache_space`

    Coordinate system to cache vertices in

    Type: | enum in [‘OBJECT_LOCATION’, ‘OBJECT_SPACE’, ‘WORLD_SPACE’], default ‘OBJECT_LOCATION’

Inherited Properties

`bpy_struct.id_data` |

Inherited Functions

`bpy_struct.as_pointer` `bpy_struct.driver_add` `bpy_struct.driver_remove` `bpy_struct.get` `bpy_struct.is_property_hidden` `bpy_struct.is_property_readonly` `bpy_struct.is_property_set` `bpy_struct.items` | `bpy_struct.keyframe_delete` `bpy_struct.keyframe_insert` `bpy_struct.keys` `bpy_struct.path_from_id` `bpy_struct.path_resolve` `bpy_struct.property_unset` `bpy_struct.type_recast` `bpy_struct.values`

References

`PointDensityTexture.point_density` |