MusgraveTexture(Texture)
base classes — bpy_struct, ID, Texture
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class bpy.types.MusgraveTexture(Texture)
Procedural musgrave texture
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dimension_max
Highest fractal dimension
Type : | float in [0.0001, 2], default 0.0 |
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gain
The gain multiplier
Type : | float in [0, 6], default 0.0 |
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lacunarity
Gap between successive frequencies
Type : | float in [0, 6], default 0.0 |
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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’ |
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nabla
Size of derivative offset used for calculating normal
Type : | float in [0.001, 0.1], default 0.0 |
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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 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’ |
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noise_intensity
Scales the intensity of the noise
Type : | float in [0, 10], default 0.0 |
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noise_scale
Sets scaling for noise input
Type : | float in [0.0001, inf], default 0.0 |
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octaves
Number of frequencies used
Type : | float in [0, 8], default 0.0 |
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offset
The fractal offset
Type : | float in [0, 6], default 0.0 |
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users_material
Materials that use this texture
(readonly)
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users_object_modifier
Object modifiers that use this texture
(readonly)
Inherited Properties
Inherited Functions