MusgraveTexture(Texture)

base classes — bpy_struct, ID, Texture

class bpy.types.MusgraveTexture(Texture)

Procedural musgrave texture

dimension_max

Highest fractal dimension

Type :float in [0.0001, 2], default 0.0
gain

The gain multiplier

Type :float in [0, 6], default 0.0
lacunarity

Gap between successive frequencies

Type :float in [0, 6], default 0.0
musgrave_type
  • MULTIFRACTAL Multifractal, Fractal noise algorithm. Multifractal: Uses Perlin noise as a basis.
  • RIDGED_MULTIFRACTAL Ridged Multifractal, Fractal noise algorithm. Ridged Multifractal: Uses Perlin noise with inflection as a basis.
  • HYBRID_MULTIFRACTAL Hybrid Multifractal, Fractal noise algorithm.Hybrid Multifractal: Uses Perlin noise as a basis, with extended controls.
  • FBM fBM, Fractal noise algorithm. Fractal Brownian Motion: Uses Brownian noise as a basis.
  • HETERO_TERRAIN Hetero Terrain, Fractal noise algorithm. Hetero Terrain: similar to multifractal.
Type :enum in [‘MULTIFRACTAL’, ‘RIDGED_MULTIFRACTAL’, ‘HYBRID_MULTIFRACTAL’, ‘FBM’, ‘HETERO_TERRAIN’], default ‘MULTIFRACTAL’
nabla

Size of derivative offset used for calculating normal

Type :float in [0.001, 0.1], default 0.0
noise_basis

Sets the 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 tessallation.
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_intensity

Scales the intensity of the noise

Type :float in [0, 10], default 0.0
noise_scale

Sets scaling for noise input

Type :float in [0.0001, inf], default 0.0
octaves

Number of frequencies used

Type :float in [0, 8], default 0.0
offset

The fractal offset

Type :float in [0, 6], default 0.0
users_material

Materials that use this texture (readonly)

users_object_modifier

Object modifiers that use this texture (readonly)

Inherited Properties

Inherited Functions

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