StucciTexture(Texture)¶
base classes — bpy_struct
, ID
, Texture
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class
bpy.types.
StucciTexture
(Texture)¶ Procedural noise texture
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noise_basis
¶ 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_scale
¶ Scaling for noise input
Type: float in [0.0001, inf], default 0.0
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noise_type
¶ SOFT_NOISE
Soft, Generate soft noise (smooth transitions).HARD_NOISE
Hard, Generate hard noise (sharp transitions).
Type: enum in [‘SOFT_NOISE’, ‘HARD_NOISE’], default ‘SOFT_NOISE’
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stucci_type
¶ PLASTIC
Plastic, Use standard stucci.WALL_IN
Wall in, Create Dimples.WALL_OUT
Wall out, Create Ridges.
Type: enum in [‘PLASTIC’, ‘WALL_IN’, ‘WALL_OUT’], default ‘PLASTIC’
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turbulence
¶ Turbulence of the noise
Type: float in [0.0001, inf], 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)
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Inherited Properties
Inherited Functions