Class Texture#
main - nodes - nodes menus
Content#
Properties
Inherited
bl_idname | bnode | is_multi_input | is_output | is_plugged | links | name | node_chain_label | socket_index
Class and static methods
Input | brick | checker | gradient | gradient_diagonal | gradient_easing | gradient_linear | gradient_quadratic | gradient_quadratic_sphere | gradient_radial | gradient_spherical | image | magic | musgrave | noise | noise_1D | noise_2D | noise_3D | noise_4D | voronoi | voronoi_1D | voronoi_2D | voronoi_3D | voronoi_4D | wave | wave_bands | wave_bands_saw | wave_bands_sine | wave_bands_triangle | wave_rings | wave_rings_saw | wave_rings_sine | wave_rings_triangle | white_noise | white_noise_1D | white_noise_2D | white_noise_3D | white_noise_4D
Inherited
get_bl_idname | get_class_name | gives_bsocket | is_socket | is_vector | python_type_to_socket | value_data_type
Methods
Inherited
connected_sockets | get_blender_socket | init_domains | init_socket | plug | reroute | reset_properties | stack | to_output
Class and static methods#
Input#
@classmethod
def Input(cls, value=None, name="Texture", description="")
Create a Texture input socket in the Group Input Node
Args:#
name: The socket name
description: User tip
Returns:#
Texture: The Texture data socket
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brick#
@staticmethod
def brick(vector=None, color1=None, color2=None, mortar=None, scale=None, mortar_size=None, mortar_smooth=None, bias=None, brick_width=None, row_height=None, offset=0.5, offset_frequency=2, squash=1.0, squash_frequency=2)
Node: Brick Texture | Blender reference | api reference
Args:#
vector: Vector
color1: Color
color2: Color
mortar: Color
scale: Float
mortar_size: Float
mortar_smooth: Float
bias: Float
brick_width: Float
row_height: Float
offset (float): 0.5
offset_frequency (int): 2
squash (float): 1.0
squash_frequency (int): 2
Returns:#
tuple (’
color
’, ‘fac
’)
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checker#
@staticmethod
def checker(vector=None, color1=None, color2=None, scale=None)
Node: Checker Texture | Blender reference | api reference
Args:#
vector: Vector
color1: Color
color2: Color
scale: Float
Returns:#
tuple (’
color
’, ‘fac
’)
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gradient#
@staticmethod
def gradient(vector=None, gradient_type='LINEAR')
Node: Gradient Texture | Blender reference | api reference
Args:#
vector: Vector
gradient_type (str): ‘LINEAR’ in [LINEAR, QUADRATIC, EASING, DIAGONAL, SPHERICAL, QUADRATIC_SPHERE, RADIAL]
Returns:#
tuple (’
color
’, ‘fac
’)
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gradient_diagonal#
@staticmethod
def gradient_diagonal(vector=None)
Node: Gradient Texture | Blender reference | api reference
Args:#
vector: Vector
Returns:#
tuple (’
color
’, ‘fac
’)
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gradient_easing#
@staticmethod
def gradient_easing(vector=None)
Node: Gradient Texture | Blender reference | api reference
Args:#
vector: Vector
Returns:#
tuple (’
color
’, ‘fac
’)
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gradient_linear#
@staticmethod
def gradient_linear(vector=None)
Node: Gradient Texture | Blender reference | api reference
Args:#
vector: Vector
Returns:#
tuple (’
color
’, ‘fac
’)
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gradient_quadratic#
@staticmethod
def gradient_quadratic(vector=None)
Node: Gradient Texture | Blender reference | api reference
Args:#
vector: Vector
Returns:#
tuple (’
color
’, ‘fac
’)
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gradient_quadratic_sphere#
@staticmethod
def gradient_quadratic_sphere(vector=None)
Node: Gradient Texture | Blender reference | api reference
Args:#
vector: Vector
Returns:#
tuple (’
color
’, ‘fac
’)
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gradient_radial#
@staticmethod
def gradient_radial(vector=None)
Node: Gradient Texture | Blender reference | api reference
Args:#
vector: Vector
Returns:#
tuple (’
color
’, ‘fac
’)
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gradient_spherical#
@staticmethod
def gradient_spherical(vector=None)
Node: Gradient Texture | Blender reference | api reference
Args:#
vector: Vector
Returns:#
tuple (’
color
’, ‘fac
’)
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image#
@staticmethod
def image(image=None, vector=None, frame=None, extension='REPEAT', interpolation='Linear')
Node: Image Texture | Blender reference | api reference
Args:#
image: Image
vector: Vector
frame: Integer
extension (str): ‘REPEAT’ in [REPEAT, EXTEND, CLIP]
interpolation (str): ‘Linear’ in [Linear, Closest, Cubic]
Returns:#
tuple (’
color
’, ‘alpha
’)
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magic#
@staticmethod
def magic(vector=None, scale=None, distortion=None, turbulence_depth=2)
Node: Magic Texture | Blender reference | api reference
Args:#
vector: Vector
scale: Float
distortion: Float
turbulence_depth (int): 2
Returns:#
tuple (’
color
’, ‘fac
’)
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musgrave#
@staticmethod
def musgrave(vector=None, w=None, scale=None, detail=None, dimension=None, lacunarity=None, offset=None, gain=None, musgrave_dimensions='3D', musgrave_type='FBM')
Node: Musgrave Texture | Blender reference | api reference
Args:#
vector: Vector
w: Float
scale: Float
detail: Float
dimension: Float
lacunarity: Float
offset: Float
gain: Float
musgrave_dimensions (str): ‘3D’ in [1D, 2D, 3D, 4D]
musgrave_type (str): ‘FBM’ in [MULTIFRACTAL, RIDGED_MULTIFRACTAL, HYBRID_MULTIFRACTAL, FBM, HETERO_TERRAIN]
Returns:#
socket
fac
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noise#
@staticmethod
def noise(vector=None, w=None, scale=None, detail=None, roughness=None, distortion=None, noise_dimensions='3D')
Node: Noise Texture | Blender reference | api reference
Args:#
vector: Vector
w: Float
scale: Float
detail: Float
roughness: Float
distortion: Float
noise_dimensions (str): ‘3D’ in [1D, 2D, 3D, 4D]
Returns:#
tuple (’
color
’, ‘fac
’)
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noise_1D#
@staticmethod
def noise_1D(w=None, scale=None, detail=None, roughness=None, distortion=None)
Node: Noise Texture | Blender reference | api reference
Args:#
w: Float
scale: Float
detail: Float
roughness: Float
distortion: Float
Returns:#
tuple (’
color
’, ‘fac
’)
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noise_2D#
@staticmethod
def noise_2D(vector=None, scale=None, detail=None, roughness=None, distortion=None)
Node: Noise Texture | Blender reference | api reference
Args:#
vector: Vector
scale: Float
detail: Float
roughness: Float
distortion: Float
Returns:#
tuple (’
color
’, ‘fac
’)
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noise_3D#
@staticmethod
def noise_3D(vector=None, scale=None, detail=None, roughness=None, distortion=None)
Node: Noise Texture | Blender reference | api reference
Args:#
vector: Vector
scale: Float
detail: Float
roughness: Float
distortion: Float
Returns:#
tuple (’
color
’, ‘fac
’)
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noise_4D#
@staticmethod
def noise_4D(vector=None, w=None, scale=None, detail=None, roughness=None, distortion=None)
Node: Noise Texture | Blender reference | api reference
Args:#
vector: Vector
w: Float
scale: Float
detail: Float
roughness: Float
distortion: Float
Returns:#
tuple (’
color
’, ‘fac
’)
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voronoi#
@staticmethod
def voronoi(vector=None, w=None, scale=None, smoothness=None, exponent=None, randomness=None, distance='EUCLIDEAN', feature='F1', voronoi_dimensions='3D')
Node: Voronoi Texture | Blender reference | api reference
Args:#
vector: Vector
w: Float
scale: Float
smoothness: Float
exponent: Float
randomness: Float
distance (str): ‘EUCLIDEAN’ in [EUCLIDEAN, MANHATTAN, CHEBYCHEV, MINKOWSKI]
feature (str): ‘F1’ in [F1, F2, SMOOTH_F1, DISTANCE_TO_EDGE, N_SPHERE_RADIUS]
voronoi_dimensions (str): ‘3D’ in [1D, 2D, 3D, 4D]
Returns:#
tuple (’
distance
’, ‘color
’, ‘position
’, ‘w
’)
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voronoi_1D#
@staticmethod
def voronoi_1D(w=None, scale=None, smoothness=None, exponent=None, randomness=None, distance='EUCLIDEAN', feature='F1', voronoi_dimensions='3D')
Node: Voronoi Texture | Blender reference | api reference
Args:#
w: Float
scale: Float
smoothness: Float
exponent: Float
randomness: Float
distance (str): ‘EUCLIDEAN’ in [EUCLIDEAN, MANHATTAN, CHEBYCHEV, MINKOWSKI]
feature (str): ‘F1’ in [F1, F2, SMOOTH_F1, DISTANCE_TO_EDGE, N_SPHERE_RADIUS]
voronoi_dimensions (str): ‘3D’ in [1D, 2D, 3D, 4D]
Returns:#
tuple (’
distance
’, ‘color
’, ‘w
’)
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voronoi_2D#
@staticmethod
def voronoi_2D(vector=None, scale=None, smoothness=None, exponent=None, randomness=None, distance='EUCLIDEAN', feature='F1', voronoi_dimensions='3D')
Node: Voronoi Texture | Blender reference | api reference
Args:#
vector: Vector
scale: Float
smoothness: Float
exponent: Float
randomness: Float
distance (str): ‘EUCLIDEAN’ in [EUCLIDEAN, MANHATTAN, CHEBYCHEV, MINKOWSKI]
feature (str): ‘F1’ in [F1, F2, SMOOTH_F1, DISTANCE_TO_EDGE, N_SPHERE_RADIUS]
voronoi_dimensions (str): ‘3D’ in [1D, 2D, 3D, 4D]
Returns:#
tuple (’
distance
’, ‘color
’, ‘position
’)
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voronoi_3D#
@staticmethod
def voronoi_3D(vector=None, scale=None, smoothness=None, exponent=None, randomness=None, distance='EUCLIDEAN', feature='F1', voronoi_dimensions='3D')
Node: Voronoi Texture | Blender reference | api reference
Args:#
vector: Vector
scale: Float
smoothness: Float
exponent: Float
randomness: Float
distance (str): ‘EUCLIDEAN’ in [EUCLIDEAN, MANHATTAN, CHEBYCHEV, MINKOWSKI]
feature (str): ‘F1’ in [F1, F2, SMOOTH_F1, DISTANCE_TO_EDGE, N_SPHERE_RADIUS]
voronoi_dimensions (str): ‘3D’ in [1D, 2D, 3D, 4D]
Returns:#
tuple (’
distance
’, ‘color
’, ‘position
’)
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voronoi_4D#
@staticmethod
def voronoi_4D(vector=None, w=None, scale=None, smoothness=None, exponent=None, randomness=None, distance='EUCLIDEAN', feature='F1', voronoi_dimensions='3D')
Node: Voronoi Texture | Blender reference | api reference
Args:#
vector: Vector
w: Float
scale: Float
smoothness: Float
exponent: Float
randomness: Float
distance (str): ‘EUCLIDEAN’ in [EUCLIDEAN, MANHATTAN, CHEBYCHEV, MINKOWSKI]
feature (str): ‘F1’ in [F1, F2, SMOOTH_F1, DISTANCE_TO_EDGE, N_SPHERE_RADIUS]
voronoi_dimensions (str): ‘3D’ in [1D, 2D, 3D, 4D]
Returns:#
tuple (’
distance
’, ‘color
’, ‘position
’, ‘w
’)
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wave#
@staticmethod
def wave(vector=None, scale=None, distortion=None, detail=None, detail_scale=None, detail_roughness=None, phase_offset=None, bands_direction='X', rings_direction='X', wave_profile='SIN', wave_type='BANDS')
Node: Wave Texture | Blender reference | api reference
Args:#
vector: Vector
scale: Float
distortion: Float
detail: Float
detail_scale: Float
detail_roughness: Float
phase_offset: Float
bands_direction (str): ‘X’ in [X, Y, Z, DIAGONAL]
rings_direction (str): ‘X’ in [X, Y, Z, SPHERICAL]
wave_profile (str): ‘SIN’ in [SIN, SAW, TRI]
wave_type (str): ‘BANDS’ in [BANDS, RINGS]
Returns:#
tuple (’
color
’, ‘fac
’)
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wave_bands#
@staticmethod
def wave_bands(vector=None, scale=None, distortion=None, detail=None, detail_scale=None, detail_roughness=None, phase_offset=None, direction='X', wave_profile='SIN')
Node: Wave Texture | Blender reference | api reference
Args:#
vector: Vector
scale: Float
distortion: Float
detail: Float
detail_scale: Float
detail_roughness: Float
phase_offset: Float
direction (str): ‘X’ in [X, Y, Z, DIAGONAL]
wave_profile (str): ‘SIN’ in [SIN, SAW, TRI]
Returns:#
tuple (’
color
’, ‘fac
’)
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wave_bands_saw#
@staticmethod
def wave_bands_saw(vector=None, scale=None, distortion=None, detail=None, detail_scale=None, detail_roughness=None, phase_offset=None, direction='X')
Node: Wave Texture | Blender reference | api reference
Args:#
vector: Vector
scale: Float
distortion: Float
detail: Float
detail_scale: Float
detail_roughness: Float
phase_offset: Float
direction (str): ‘X’ in [X, Y, Z, DIAGONAL]
Returns:#
tuple (’
color
’, ‘fac
’)
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wave_bands_sine#
@staticmethod
def wave_bands_sine(vector=None, scale=None, distortion=None, detail=None, detail_scale=None, detail_roughness=None, phase_offset=None, direction='X')
Node: Wave Texture | Blender reference | api reference
Args:#
vector: Vector
scale: Float
distortion: Float
detail: Float
detail_scale: Float
detail_roughness: Float
phase_offset: Float
direction (str): ‘X’ in [X, Y, Z, DIAGONAL]
Returns:#
tuple (’
color
’, ‘fac
’)
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wave_bands_triangle#
@staticmethod
def wave_bands_triangle(vector=None, scale=None, distortion=None, detail=None, detail_scale=None, detail_roughness=None, phase_offset=None, direction='X')
Node: Wave Texture | Blender reference | api reference
Args:#
vector: Vector
scale: Float
distortion: Float
detail: Float
detail_scale: Float
detail_roughness: Float
phase_offset: Float
direction (str): ‘X’ in [X, Y, Z, DIAGONAL]
Returns:#
tuple (’
color
’, ‘fac
’)
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wave_rings#
@staticmethod
def wave_rings(vector=None, scale=None, distortion=None, detail=None, detail_scale=None, detail_roughness=None, phase_offset=None, direction='X', wave_profile='SIN')
Node: Wave Texture | Blender reference | api reference
Args:#
vector: Vector
scale: Float
distortion: Float
detail: Float
detail_scale: Float
detail_roughness: Float
phase_offset: Float
direction (str): ‘X’ in [X, Y, Z, SPHERICAL]
wave_profile (str): ‘SIN’ in [SIN, SAW, TRI]
Returns:#
tuple (’
color
’, ‘fac
’)
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wave_rings_saw#
@staticmethod
def wave_rings_saw(vector=None, scale=None, distortion=None, detail=None, detail_scale=None, detail_roughness=None, phase_offset=None, direction='X')
Node: Wave Texture | Blender reference | api reference
Args:#
vector: Vector
scale: Float
distortion: Float
detail: Float
detail_scale: Float
detail_roughness: Float
phase_offset: Float
direction (str): ‘X’ in [X, Y, Z, SPHERICAL]
Returns:#
tuple (’
color
’, ‘fac
’)
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wave_rings_sine#
@staticmethod
def wave_rings_sine(vector=None, scale=None, distortion=None, detail=None, detail_scale=None, detail_roughness=None, phase_offset=None, direction='X')
Node: Wave Texture | Blender reference | api reference
Args:#
vector: Vector
scale: Float
distortion: Float
detail: Float
detail_scale: Float
detail_roughness: Float
phase_offset: Float
direction (str): ‘X’ in [X, Y, Z, SPHERICAL]
Returns:#
tuple (’
color
’, ‘fac
’)
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wave_rings_triangle#
@staticmethod
def wave_rings_triangle(vector=None, scale=None, distortion=None, detail=None, detail_scale=None, detail_roughness=None, phase_offset=None, direction='X')
Node: Wave Texture | Blender reference | api reference
Args:#
vector: Vector
scale: Float
distortion: Float
detail: Float
detail_scale: Float
detail_roughness: Float
phase_offset: Float
direction (str): ‘X’ in [X, Y, Z, SPHERICAL]
Returns:#
tuple (’
color
’, ‘fac
’)
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white_noise#
@staticmethod
def white_noise(vector=None, w=None, noise_dimensions='3D')
Args:#
vector: Vector
w: Float
noise_dimensions (str): ‘3D’ in [1D, 2D, 3D, 4D]
Returns:#
tuple (’
value
’, ‘color
’)
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white_noise_1D#
@staticmethod
def white_noise_1D(w=None)
Args:#
w: Float
Returns:#
tuple (’
value
’, ‘color
’)
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white_noise_2D#
@staticmethod
def white_noise_2D(vector=None)
Args:#
vector: Vector
Returns:#
tuple (’
value
’, ‘color
’)
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white_noise_3D#
@staticmethod
def white_noise_3D(vector=None)
Args:#
vector: Vector
Returns:#
tuple (’
value
’, ‘color
’)
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white_noise_4D#
@staticmethod
def white_noise_4D(vector=None, w=None)
Args:#
vector: Vector
w: Float
Returns:#
tuple (’
value
’, ‘color
’)
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Methods#
switch#
def switch(self, switch=None, true=None)
Node: Switch | Blender reference | api reference
Args:#
switch: Boolean
true: Texture
Returns:#
socket
output
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