Texture(ID)

base classes — bpy_struct, ID

subclasses — StucciTexture, WoodTexture, MusgraveTexture, PointDensityTexture, DistortedNoiseTexture, ImageTexture, MarbleTexture, VoxelDataTexture, NoiseTexture, BlendTexture, CloudsTexture, EnvironmentMapTexture, VoronoiTexture, OceanTexture, MagicTexture

class bpy.types.Texture(ID)

Texture datablock used by materials, lamps, worlds and brushes

animation_data

Animation data for this datablock

Type:AnimData, (readonly)
color_ramp
Type:ColorRamp, (readonly)
contrast

Adjust the contrast of the texture

Type:float in [0, 5], default 0.0
factor_blue
Type:float in [0, 2], default 0.0
factor_green
Type:float in [0, 2], default 0.0
factor_red
Type:float in [0, 2], default 0.0
intensity

Adjust the brightness of the texture

Type:float in [0, 2], default 0.0
node_tree

Node tree for node-based textures

Type:NodeTree, (readonly)
saturation

Adjust the saturation of colors in the texture

Type:float in [0, 2], default 0.0
type
  • NONE None.
  • BLEND Blend, Procedural - create a ramp texture.
  • CLOUDS Clouds, Procedural - create a cloud-like fractal noise texture.
  • DISTORTED_NOISE Distorted Noise, Procedural - noise texture distorted by two noise algorithms.
  • ENVIRONMENT_MAP Environment Map, Create a render of the environment mapped to a texture.
  • IMAGE Image or Movie, Allow for images or movies to be used as textures.
  • MAGIC Magic, Procedural - color texture based on trigonometric functions.
  • MARBLE Marble, Procedural - marble-like noise texture with wave generated bands.
  • MUSGRAVE Musgrave, Procedural - highly flexible fractal noise texture.
  • NOISE Noise, Procedural - random noise, gives a different result every time, for every frame, for every pixel.
  • OCEAN Ocean, Use a texture generated by an Ocean modifier.
  • POINT_DENSITY Point Density.
  • STUCCI Stucci, Procedural - create a fractal noise texture.
  • VORONOI Voronoi, Procedural - create cell-like patterns based on Worley noise.
  • VOXEL_DATA Voxel Data, Create a 3D texture based on volumetric data.
  • WOOD Wood, Procedural - wave generated bands or rings, with optional noise.
Type:enum in [‘NONE’, ‘BLEND’, ‘CLOUDS’, ‘DISTORTED_NOISE’, ‘ENVIRONMENT_MAP’, ‘IMAGE’, ‘MAGIC’, ‘MARBLE’, ‘MUSGRAVE’, ‘NOISE’, ‘OCEAN’, ‘POINT_DENSITY’, ‘STUCCI’, ‘VORONOI’, ‘VOXEL_DATA’, ‘WOOD’], default ‘NONE’
use_clamp

Set negative texture RGB and intensity values to zero, for some uses like displacement this option can be disabled to get the full range

Type:boolean, default False
use_color_ramp

Toggle color ramp operations

Type:boolean, default False
use_nodes

Make this a node-based texture

Type:boolean, default False
use_preview_alpha

Show Alpha in Preview Render

Type:boolean, default False
users_material

Materials that use this texture (readonly)

users_object_modifier

Object modifiers that use this texture (readonly)

evaluate(value)

Evaluate the texture at the coordinates given

Returns:Result
Return type:float array of 4 items in [-inf, inf]

Inherited Properties

Inherited Functions

References

Previous topic

TextLine(bpy_struct)

Next topic

TextureNode(NodeInternal)