MarbleTexture(Texture)#
base classes — bpy_struct
, ID
, Texture
- class bpy.types.MarbleTexture(Texture)#
Procedural noise texture
- 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’
- nabla#
Size of derivative offset used for calculating normal
- Type:
float in [0.001, 0.1], default 0.025
- 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’
- 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’
- noise_depth#
Depth of the cloud calculation
- Type:
int in [0, 30], default 2
- noise_scale#
Scaling for noise input
- Type:
float in [0.0001, inf], default 0.25
- 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’
- turbulence#
Turbulence of the bandnoise and ringnoise types
- Type:
float in [0.0001, inf], default 5.0
- users_material#
Materials that use this texture
(readonly)
- users_object_modifier#
Object modifiers that use this texture
(readonly)
- 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