Data socket Texture#
Inherits from dsock.Texture
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Static methods#
Brick : Sockets [color (Color), fac (Float)]
Checker : Sockets [color (Color), fac (Float)]
Gradient : Sockets [color (Color), fac (Float)]
Image : Sockets [color (Color), alpha (Float)]
Magic : Sockets [color (Color), fac (Float)]
Musgrave : fac (Float)
Noise : Sockets [fac (Float), color (Color)]
Voronoi : Sockets [distance (Float), color (Color), position (Vector), w (Float), radius (Float)]
Wave : Sockets [color (Color), fac (Float)]
WhiteNoise : Sockets [value (Float), color (Color)]
Methods#
switch : output (Texture)
Brick#
Geometry node [Brick Texture].
- 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 node_label (str): Node label node_color (color): Node background color
- Returns:
Sockets [color (Color), fac (Float)]
Node creation
Node
BrickTexture
Blender reference : ShaderNodeTexBrick
from geonodes import nodes nodes.BrickTexture(vector=vector, color1=color1, color2=color2, mortar=mortar, scale=scale, mortar_size=mortar_size, mortar_smooth=mortar_smooth, bias=bias, brick_width=brick_width, row_height=row_height, offset=offset, offset_frequency=offset_frequency, squash=squash, squash_frequency=squash_frequency, label=node_label, node_color=node_color)
Checker#
Geometry node [Checker Texture].
- Args:
vector: Vector color1: Color color2: Color scale: Float node_label (str): Node label node_color (color): Node background color
- Returns:
Sockets [color (Color), fac (Float)]
Node creation
Node
CheckerTexture
Blender reference : ShaderNodeTexChecker
from geonodes import nodes nodes.CheckerTexture(vector=vector, color1=color1, color2=color2, scale=scale, label=node_label, node_color=node_color)
Gradient#
Geometry node [Gradient Texture].
- Args:
vector: Vector gradient_type (str): ‘LINEAR’ in [LINEAR, QUADRATIC, EASING, DIAGONAL, SPHERICAL, QUADRATIC_SPHERE, RADIAL] node_label (str): Node label node_color (color): Node background color
- Returns:
Sockets [color (Color), fac (Float)]
Node creation
Node
GradientTexture
Blender reference : ShaderNodeTexGradient
from geonodes import nodes nodes.GradientTexture(vector=vector, gradient_type=gradient_type, label=node_label, node_color=node_color)
Magic#
Geometry node [Magic Texture].
- Args:
vector: Vector scale: Float distortion: Float turbulence_depth (int): 2 node_label (str): Node label node_color (color): Node background color
- Returns:
Sockets [color (Color), fac (Float)]
Node creation
Node
MagicTexture
Blender reference : ShaderNodeTexMagic
from geonodes import nodes nodes.MagicTexture(vector=vector, scale=scale, distortion=distortion, turbulence_depth=turbulence_depth, label=node_label, node_color=node_color)
Musgrave#
Geometry node [Musgrave Texture].
- 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] node_label (str): Node label node_color (color): Node background color
- Returns:
Float
Node creation
Node
MusgraveTexture
Blender reference : ShaderNodeTexMusgrave
from geonodes import nodes nodes.MusgraveTexture(vector=vector, w=w, scale=scale, detail=detail, dimension=dimension, lacunarity=lacunarity, offset=offset, gain=gain, musgrave_dimensions=musgrave_dimensions, musgrave_type=musgrave_type, label=node_label, node_color=node_color)
Noise#
Geometry node [Noise Texture].
- Args:
vector: Vector w: Float scale: Float detail: Float roughness: Float distortion: Float noise_dimensions (str): ‘3D’ in [1D, 2D, 3D, 4D] node_label (str): Node label node_color (color): Node background color
- Returns:
Sockets [fac (Float), color (Color)]
Node creation
Node
NoiseTexture
Blender reference : ShaderNodeTexNoise
from geonodes import nodes nodes.NoiseTexture(vector=vector, w=w, scale=scale, detail=detail, roughness=roughness, distortion=distortion, noise_dimensions=noise_dimensions, label=node_label, node_color=node_color)
Voronoi#
Geometry node [Voronoi Texture].
- 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] node_label (str): Node label node_color (color): Node background color
- Returns:
Sockets [distance (Float), color (Color), position (Vector), w (Float), radius (Float)]
Node creation
Node
VoronoiTexture
Blender reference : ShaderNodeTexVoronoi
from geonodes import nodes nodes.VoronoiTexture(vector=vector, w=w, scale=scale, smoothness=smoothness, exponent=exponent, randomness=randomness, distance=distance, feature=feature, voronoi_dimensions=voronoi_dimensions, label=node_label, node_color=node_color)
Wave#
Geometry node [Wave Texture].
- 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] node_label (str): Node label node_color (color): Node background color
- Returns:
Sockets [color (Color), fac (Float)]
Node creation
Node
WaveTexture
Blender reference : ShaderNodeTexWave
from geonodes import nodes nodes.WaveTexture(vector=vector, scale=scale, distortion=distortion, detail=detail, detail_scale=detail_scale, detail_roughness=detail_roughness, phase_offset=phase_offset, bands_direction=bands_direction, rings_direction=rings_direction, wave_profile=wave_profile, wave_type=wave_type, label=node_label, node_color=node_color)
WhiteNoise#
Geometry node [White Noise Texture].
- Args:
vector: Vector w: Float noise_dimensions (str): ‘3D’ in [1D, 2D, 3D, 4D] node_label (str): Node label node_color (color): Node background color
- Returns:
Sockets [value (Float), color (Color)]
Node creation
Node
WhiteNoiseTexture
Blender reference : ShaderNodeTexWhiteNoise
from geonodes import nodes nodes.WhiteNoiseTexture(vector=vector, w=w, noise_dimensions=noise_dimensions, label=node_label, node_color=node_color)
Image#
Geometry node [Image Texture].
- Args:
image: Image vector: Vector frame: Integer extension (str): ‘REPEAT’ in [REPEAT, EXTEND, CLIP] interpolation (str): ‘Linear’ in [Linear, Closest, Cubic] node_label (str): Node label node_color (color): Node background color
- Returns:
Sockets [color (Color), alpha (Float)]
Node creation
Node
ImageTexture
Blender reference : GeometryNodeImageTexture
from geonodes import nodes nodes.ImageTexture(image=image, vector=vector, frame=frame, extension=extension, interpolation=interpolation, label=node_label, node_color=node_color)
switch#
Geometry node [Switch].
- Args:
switch: Boolean true: Texture node_label (str): Node label node_color (color): Node background color
- Returns:
Texture
Node creation
Node
Switch
input_type = ‘TEXTURE’
Blender reference : GeometryNodeSwitch
from geonodes import nodes nodes.Switch(false=self, switch=switch, true=true, input_type='TEXTURE', label=node_label, node_color=node_color)