Texture(ID)

base classes — bpy_struct, ID

subclasses — BlendTexture, CloudsTexture, DistortedNoiseTexture, ImageTexture, MagicTexture, MarbleTexture, MusgraveTexture, NoiseTexture, StucciTexture, VoronoiTexture, WoodTexture

class bpy.types.Texture(ID)

Texture data-block used by materials, lights, worlds and brushes

animation_data

Animation data for this data-block

Type

AnimData, (readonly)

color_ramp
Type

ColorRamp, (readonly)

contrast

Adjust the contrast of the texture

Type

float in [0, 5], default 1.0

factor_blue
Type

float in [0, 2], default 1.0

factor_green
Type

float in [0, 2], default 1.0

factor_red
Type

float in [0, 2], default 1.0

intensity

Adjust the brightness of the texture

Type

float in [0, 2], default 1.0

node_tree

Node tree for node-based textures

Type

NodeTree, (readonly)

saturation

Adjust the saturation of colors in the texture

Type

float in [0, 2], default 1.0

type
  • NONE None.

  • BLEND Blend – Procedural - create a ramp texture.

  • CLOUDS Clouds – Procedural - create a cloud-like fractal noise texture.

  • DISTORTED_NOISE Distorted Noise – Procedural - noise texture distorted by two noise algorithms.

  • IMAGE Image or Movie – Allow for images or movies to be used as textures.

  • MAGIC Magic – Procedural - color texture based on trigonometric functions.

  • MARBLE Marble – Procedural - marble-like noise texture with wave generated bands.

  • MUSGRAVE Musgrave – Procedural - highly flexible fractal noise texture.

  • NOISE Noise – Procedural - random noise, gives a different result every time, for every frame, for every pixel.

  • STUCCI Stucci – Procedural - create a fractal noise texture.

  • VORONOI Voronoi – Procedural - create cell-like patterns based on Worley noise.

  • WOOD Wood – Procedural - wave generated bands or rings, with optional noise.

Type

enum in [‘NONE’, ‘BLEND’, ‘CLOUDS’, ‘DISTORTED_NOISE’, ‘IMAGE’, ‘MAGIC’, ‘MARBLE’, ‘MUSGRAVE’, ‘NOISE’, ‘STUCCI’, ‘VORONOI’, ‘WOOD’], default ‘IMAGE’

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

use_color_ramp

Map the texture intensity to the color ramp. Note that the alpha value is used for image textures, enable “Calculate Alpha” for images without an alpha channel

Type

boolean, default False

use_nodes

Make this a node-based texture

Type

boolean, default False

use_preview_alpha

Show Alpha in Preview Render

Type

boolean, default False

users_material

Materials that use this texture

(readonly)

users_object_modifier

Object modifiers that use this texture

(readonly)

evaluate(value)

Evaluate the texture at the a given coordinate and returns the result

Parameters

value (float array of 3 items in [-inf, inf]) – The coordinates (x,y,z) of the texture, in case of a 3D texture, the z value is the slice of the texture that is evaluated. For 2D textures such as images, the z value is ignored

Returns

The result of the texture where (x,y,z,w) are (red, green, blue, intensity). For grayscale textures, often intensity only will be used

Return type

float array of 4 items in [-inf, inf]

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

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

Inherited Properties

Inherited Functions

References