PointDensity(bpy_struct)

base class — bpy_struct

class bpy.types.PointDensity(bpy_struct)

Point density settings

color_ramp
Type:ColorRamp, (readonly)
color_source

Data to derive color results from

  • CONSTANT Constant.
  • PARTICLE_AGE Particle Age, Lifetime mapped as 0.0 - 1.0 intensity.
  • PARTICLE_SPEED Particle Speed, Particle speed (absolute magnitude of velocity) mapped as 0.0-1.0 intensity.
  • PARTICLE_VELOCITY Particle Velocity, XYZ velocity mapped to RGB colors.
Type:enum in [‘CONSTANT’, ‘PARTICLE_AGE’, ‘PARTICLE_SPEED’, ‘PARTICLE_VELOCITY’], default ‘CONSTANT’
falloff

Method of attenuating density by distance from the point

  • STANDARD Standard.
  • SMOOTH Smooth.
  • SOFT Soft.
  • CONSTANT Constant, Density is constant within lookup radius.
  • ROOT Root.
  • PARTICLE_AGE Particle Age.
  • PARTICLE_VELOCITY Particle Velocity.
Type:enum in [‘STANDARD’, ‘SMOOTH’, ‘SOFT’, ‘CONSTANT’, ‘ROOT’, ‘PARTICLE_AGE’, ‘PARTICLE_VELOCITY’], default ‘STANDARD’
falloff_curve
Type:CurveMapping, (readonly)
falloff_soft

Softness of the ‘soft’ falloff option

Type:float in [0.01, inf], default 0.0
falloff_speed_scale

Multiplier to bring particle speed within an acceptable range

Type:float in [0.001, 100], default 0.0
noise_basis

Noise formula 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’
object

Object to take point data from

Type:Object
particle_cache_space

Coordinate system to cache particles in

Type:enum in [‘OBJECT_LOCATION’, ‘OBJECT_SPACE’, ‘WORLD_SPACE’], default ‘OBJECT_LOCATION’
particle_system

Particle System to render as points

Type:ParticleSystem
point_source

Point data to use as renderable point density

  • PARTICLE_SYSTEM Particle System, Generate point density from a particle system.
  • OBJECT Object Vertices, Generate point density from an object’s vertices.
Type:enum in [‘PARTICLE_SYSTEM’, ‘OBJECT’], default ‘PARTICLE_SYSTEM’
radius

Radius from the shaded sample to look for points within

Type:float in [0.001, inf], default 0.0
speed_scale

Multiplier to bring particle speed within an acceptable range

Type:float in [0.001, 100], default 0.0
turbulence_depth

Level of detail in the added turbulent noise

Type:int in [0, 30], default 0
turbulence_influence

Method for driving added turbulent noise

  • STATIC Static, Noise patterns will remain unchanged, faster and suitable for stills.
  • PARTICLE_VELOCITY Particle Velocity, Turbulent noise driven by particle velocity.
  • PARTICLE_AGE Particle Age, Turbulent noise driven by the particle’s age between birth and death.
  • GLOBAL_TIME Global Time, Turbulent noise driven by the global current frame.
Type:enum in [‘STATIC’, ‘PARTICLE_VELOCITY’, ‘PARTICLE_AGE’, ‘GLOBAL_TIME’], default ‘STATIC’
turbulence_scale

Scale of the added turbulent noise

Type:float in [0.01, inf], default 0.0
turbulence_strength

Strength of the added turbulent noise

Type:float in [0.01, inf], default 0.0
use_falloff_curve

Use a custom falloff curve

Type:boolean, default False
use_turbulence

Add directed noise to the density at render-time

Type:boolean, default False
vertex_cache_space

Coordinate system to cache vertices in

Type:enum in [‘OBJECT_LOCATION’, ‘OBJECT_SPACE’, ‘WORLD_SPACE’], default ‘OBJECT_LOCATION’

Inherited Properties

Inherited Functions

References

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PointCaches(bpy_struct)

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PointDensityTexture(Texture)