MarbleTexture(Texture)#

base classes — bpy_struct, ID, Texture

class bpy.types.MarbleTexture(Texture)#

Procedural noise texture

marble_type#
  • SOFT Soft – Use soft marble.

  • SHARP Sharp – Use more clearly defined marble.

  • SHARPER Sharper – Use very clearly defined marble.

Type:

enum in [‘SOFT’, ‘SHARP’, ‘SHARPER’], default ‘SOFT’

nabla#

Size of derivative offset used for calculating normal

Type:

float in [0.001, 0.1], default 0.025

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’

noise_basis_2#
  • SIN Sin – Use a sine wave to produce bands.

  • SAW Saw – Use a saw wave to produce bands.

  • TRI Tri – Use a triangle wave to produce bands.

Type:

enum in [‘SIN’, ‘SAW’, ‘TRI’], default ‘SIN’

noise_depth#

Depth of the cloud calculation

Type:

int in [0, 30], default 2

noise_scale#

Scaling for noise input

Type:

float in [0.0001, inf], default 0.25

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’

turbulence#

Turbulence of the bandnoise and ringnoise types

Type:

float in [0.0001, inf], default 5.0

users_material#

Materials that use this texture

(readonly)

users_object_modifier#

Object modifiers that use this texture

(readonly)

classmethod bl_rna_get_subclass(id, default=None)#
Parameters:

id (str) – The RNA type identifier.

Returns:

The RNA type or default when not found.

Return type:

bpy.types.Struct subclass

classmethod bl_rna_get_subclass_py(id, default=None)#
Parameters:

id (str) – The RNA type identifier.

Returns:

The class or default when not found.

Return type:

type

Inherited Properties#

Inherited Functions#