DynamicPaintSurface(bpy_struct)#

base class — bpy_struct

class bpy.types.DynamicPaintSurface(bpy_struct)#

A canvas surface layer

brush_collection#

Only use brush objects from this collection

Type:

Collection

brush_influence_scale#

Adjust influence brush objects have on this surface

Type:

float in [0, 1], default 0.0

brush_radius_scale#

Adjust radius of proximity brushes or particles for this surface

Type:

float in [0, 10], default 0.0

color_dry_threshold#

The wetness level when colors start to shift to the background

Type:

float in [0, 1], default 0.0

color_spread_speed#

How fast colors get mixed within wet paint

Type:

float in [0, 2], default 0.0

depth_clamp#

Maximum level of depth intersection in object space (use 0.0 to disable)

Type:

float in [0, 50], default 0.0

displace_factor#

Strength of displace when applied to the mesh

Type:

float in [-50, 50], default 0.0

displace_type#
Type:

enum in [‘DISPLACE’, ‘DEPTH’], default ‘DISPLACE’

dissolve_speed#

Approximately in how many frames should dissolve happen

Type:

int in [1, 10000], default 0

drip_acceleration#

How much surface acceleration affects dripping

Type:

float in [-200, 200], default 0.0

drip_velocity#

How much surface velocity affects dripping

Type:

float in [-200, 200], default 0.0

dry_speed#

Approximately in how many frames should drying happen

Type:

int in [1, 10000], default 0

effect_ui#
Type:

enum in [‘SPREAD’, ‘DRIP’, ‘SHRINK’], default ‘SPREAD’

effector_weights#
Type:

EffectorWeights, (readonly)

frame_end#

Simulation end frame

Type:

int in [1, 1048574], default 0

frame_start#

Simulation start frame

Type:

int in [1, 1048574], default 0

frame_substeps#

Do extra frames between scene frames to ensure smooth motion

Type:

int in [0, 20], default 0

image_fileformat#
Type:

enum in [‘PNG’, ‘OPENEXR’], default ‘PNG’

image_output_path#

Directory to save the textures

Type:

string, default “”, (never None)

image_resolution#

Output image resolution

Type:

int in [16, 4096], default 0

init_color#

Initial color of the surface

Type:

float array of 4 items in [0, inf], default (0.0, 0.0, 0.0, 0.0)

init_color_type#
Type:

enum in [‘NONE’, ‘COLOR’, ‘TEXTURE’, ‘VERTEX_COLOR’], default ‘NONE’

init_layername#
Type:

string, default “”, (never None)

init_texture#
Type:

Texture

is_active#

Toggle whether surface is processed or ignored

Type:

boolean, default False

is_cache_user#
Type:

boolean, default False, (readonly)

name#

Surface name

Type:

string, default “”, (never None)

output_name_a#

Name used to save output from this surface

Type:

string, default “”, (never None)

output_name_b#

Name used to save output from this surface

Type:

string, default “”, (never None)

point_cache#
Type:

PointCache, (readonly, never None)

shrink_speed#

How fast shrink effect moves on the canvas surface

Type:

float in [0.001, 10], default 0.0

spread_speed#

How fast spread effect moves on the canvas surface

Type:

float in [0.001, 10], default 0.0

surface_format#

Surface Format

Type:

enum in [‘VERTEX’, ‘IMAGE’], default ‘VERTEX’

surface_type#

Surface Type

Type:

enum in [‘PAINT’], default ‘PAINT’

use_antialiasing#

Use 5× multisampling to smooth paint edges

Type:

boolean, default False

use_dissolve#

Enable to make surface changes disappear over time

Type:

boolean, default False

use_dissolve_log#

Use logarithmic dissolve (makes high values to fade faster than low values)

Type:

boolean, default False

use_drip#

Process drip effect (drip wet paint to gravity direction)

Type:

boolean, default False

use_dry_log#

Use logarithmic drying (makes high values to dry faster than low values)

Type:

boolean, default False

use_drying#

Enable to make surface wetness dry over time

Type:

boolean, default False

use_incremental_displace#

New displace is added cumulatively on top of existing

Type:

boolean, default False

use_output_a#

Save this output layer

Type:

boolean, default False

use_output_b#

Save this output layer

Type:

boolean, default False

use_premultiply#

Multiply color by alpha (recommended for Blender input)

Type:

boolean, default False

use_shrink#

Process shrink effect (shrink paint areas)

Type:

boolean, default False

use_spread#

Process spread effect (spread wet paint around surface)

Type:

boolean, default False

use_wave_open_border#

Pass waves through mesh edges

Type:

boolean, default False

uv_layer#

UV map name

Type:

string, default “”, (never None)

wave_damping#

Wave damping factor

Type:

float in [0, 1], default 0.0

wave_smoothness#

Limit maximum steepness of wave slope between simulation points (use higher values for smoother waves at expense of reduced detail)

Type:

float in [0, 10], default 0.0

wave_speed#

Wave propagation speed

Type:

float in [0.01, 5], default 0.0

wave_spring#

Spring force that pulls water level back to zero

Type:

float in [0, 1], default 0.0

wave_timescale#

Wave time scaling factor

Type:

float in [0.01, 3], default 0.0

output_exists(object, index)#

Checks if surface output layer of given name exists

Parameters:

index (int in [0, 1]) – Index

Return type:

boolean

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#