MeshTextureFace(bpy_struct)

base class — bpy_struct

class bpy.types.MeshTextureFace(bpy_struct)

UV mapping, texturing and game engine data for a face

blend_type

Transparency blending mode

Type :enum in [‘OPAQUE’, ‘ADD’, ‘ALPHA’, ‘CLIPALPHA’], default ‘OPAQUE’
hide

Make face invisible

Type :boolean, default False
image
Type :Image
pin_uv
Type :boolean array of 4 items, default (False, False, False, False)
select_uv
Type :boolean array of 4 items, default (False, False, False, False)
use_alpha_sort

Enable sorting of faces for correct alpha drawing (slow, use Clip Alpha instead when possible)

Type :boolean, default False
use_billboard

Billboard with Z-axis constraint

Type :boolean, default False
use_bitmap_text

Enable bitmap text on face

Type :boolean, default False
use_blend_shared

Blend vertex colors across face when vertices are shared

Type :boolean, default False
use_collision

Use face for collision and ray-sensor detection

Type :boolean, default False
use_halo

Screen aligned billboard

Type :boolean, default False
use_image

Render face with texture

Type :boolean, default False
use_light

Use light for face

Type :boolean, default False
use_object_color

Use ObColor instead of vertex colors

Type :boolean, default False
use_shadow_cast

Face is used for shadow

Type :boolean, default False
use_twoside

Render face two-sided

Type :boolean, default False
uv
Type :float array of 8 items in [-inf, inf], default (0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)
uv1
Type :float array of 2 items in [-inf, inf], default (0.0, 0.0)
uv2
Type :float array of 2 items in [-inf, inf], default (0.0, 0.0)
uv3
Type :float array of 2 items in [-inf, inf], default (0.0, 0.0)
uv4
Type :float array of 2 items in [-inf, inf], default (0.0, 0.0)
uv_raw

Fixed size UV coordinates array

Type :float array of 8 items in [-inf, inf], default (0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0)

Inherited Properties

Inherited Functions

References

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MeshTextureFaceLayer(bpy_struct)