MarbleTexture(Texture)¶
base classes — bpy_struct
, ID
, Texture
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class
bpy.types.
MarbleTexture
(Texture)¶ Procedural noise texture
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marble_type
¶ SOFT
Soft, Use soft marble.SHARP
Sharp, Use more clearly defined marble.SHARPER
Sharper, Use very clearly defined marble.
Type: enum in [‘SOFT’, ‘SHARP’, ‘SHARPER’], default ‘SOFT’
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nabla
¶ Size of derivative offset used for calculating normal
Type: float in [0.001, 0.1], default 0.0
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noise_basis
¶ Noise basis 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’
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noise_basis_2
¶ SIN
Sin, Use a sine wave to produce bands.SAW
Saw, Use a saw wave to produce bands.TRI
Tri, Use a triangle wave to produce bands.
Type: enum in [‘SIN’, ‘SAW’, ‘TRI’], default ‘SIN’
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noise_depth
¶ Depth of the cloud calculation
Type: int in [0, 30], default 0
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noise_scale
¶ Scaling for noise input
Type: float in [0.0001, inf], default 0.0
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noise_type
¶ SOFT_NOISE
Soft, Generate soft noise (smooth transitions).HARD_NOISE
Hard, Generate hard noise (sharp transitions).
Type: enum in [‘SOFT_NOISE’, ‘HARD_NOISE’], default ‘SOFT_NOISE’
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turbulence
¶ Turbulence of the bandnoise and ringnoise types
Type: float in [0.0001, inf], default 0.0
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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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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.Struct
subclass
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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