MusgraveTexture(Texture)#

base classes — bpy_struct, ID, Texture

class bpy.types.MusgraveTexture(Texture)#

Procedural musgrave texture

dimension_max#

Highest fractal dimension

Type:

float in [0.0001, 2], default 1.0

gain#

The gain multiplier

Type:

float in [0, 6], default 1.0

lacunarity#

Gap between successive frequencies

Type:

float in [0, 6], default 2.0

musgrave_type#

Fractal noise algorithm

  • MULTIFRACTAL Multifractal – Use Perlin noise as a basis.

  • RIDGED_MULTIFRACTAL Ridged Multifractal – Use Perlin noise with inflection as a basis.

  • HYBRID_MULTIFRACTAL Hybrid Multifractal – Use Perlin noise as a basis, with extended controls.

  • FBM fBM – Fractal Brownian Motion, use Brownian noise as a basis.

  • HETERO_TERRAIN Hetero Terrain – Similar to multifractal.

Type:

enum in [‘MULTIFRACTAL’, ‘RIDGED_MULTIFRACTAL’, ‘HYBRID_MULTIFRACTAL’, ‘FBM’, ‘HETERO_TERRAIN’], default ‘MULTIFRACTAL’

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_intensity#

Intensity of the noise

Type:

float in [0, 10], default 1.0

noise_scale#

Scaling for noise input

Type:

float in [0.0001, inf], default 0.25

octaves#

Number of frequencies used

Type:

float in [0, 8], default 2.0

offset#

The fractal offset

Type:

float in [0, 6], default 1.0

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 (string) – 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 (string) – The RNA type identifier.

Returns:

The class or default when not found.

Return type:

type

Inherited Properties#

Inherited Functions#