Texture(ID)
base classes — bpy_struct, ID
subclasses —
BlendTexture, CloudsTexture, DistortedNoiseTexture, ImageTexture, MagicTexture, MarbleTexture, MusgraveTexture, NoiseTexture, StucciTexture, VoronoiTexture, WoodTexture
- class bpy.types.Texture(ID)
 Texture data-block used by materials, lights, worlds and brushes
- contrast
 Adjust the contrast of the texture
- Type
 float in [0, 5], default 1.0
- factor_blue
 - Type
 float in [0, 2], default 1.0
- factor_green
 - Type
 float in [0, 2], default 1.0
- factor_red
 - Type
 float in [0, 2], default 1.0
- intensity
 Adjust the brightness of the texture
- Type
 float in [0, 2], default 1.0
- saturation
 Adjust the saturation of colors in the texture
- Type
 float in [0, 2], default 1.0
- type
 NONENone.BLENDBlend – Procedural - create a ramp texture.CLOUDSClouds – Procedural - create a cloud-like fractal noise texture.DISTORTED_NOISEDistorted Noise – Procedural - noise texture distorted by two noise algorithms.IMAGEImage or Movie – Allow for images or movies to be used as textures.MAGICMagic – Procedural - color texture based on trigonometric functions.MARBLEMarble – Procedural - marble-like noise texture with wave generated bands.MUSGRAVEMusgrave – Procedural - highly flexible fractal noise texture.NOISENoise – Procedural - random noise, gives a different result every time, for every frame, for every pixel.STUCCIStucci – Procedural - create a fractal noise texture.VORONOIVoronoi – Procedural - create cell-like patterns based on Worley noise.WOODWood – Procedural - wave generated bands or rings, with optional noise.
- Type
 enum in [‘NONE’, ‘BLEND’, ‘CLOUDS’, ‘DISTORTED_NOISE’, ‘IMAGE’, ‘MAGIC’, ‘MARBLE’, ‘MUSGRAVE’, ‘NOISE’, ‘STUCCI’, ‘VORONOI’, ‘WOOD’], default ‘IMAGE’
- use_clamp
 Set negative texture RGB and intensity values to zero, for some uses like displacement this option can be disabled to get the full range
- Type
 boolean, default False
- use_color_ramp
 Map the texture intensity to the color ramp. Note that the alpha value is used for image textures, enable “Calculate Alpha” for images without an alpha channel
- Type
 boolean, default False
- use_nodes
 Make this a node-based texture
- Type
 boolean, default False
- use_preview_alpha
 Show Alpha in Preview Render
- Type
 boolean, default False
- users_material
 Materials that use this texture
(readonly)
- users_object_modifier
 Object modifiers that use this texture
(readonly)
- evaluate(value)
 Evaluate the texture at the a given coordinate and returns the result
- Parameters
 value (float array of 3 items in [-inf, inf]) – The coordinates (x,y,z) of the texture, in case of a 3D texture, the z value is the slice of the texture that is evaluated. For 2D textures such as images, the z value is ignored
- Returns
 The result of the texture where (x,y,z,w) are (red, green, blue, intensity). For greyscale textures, often intensity only will be used
- Return type
 float array of 4 items in [-inf, inf]
- 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.Structsubclass
Inherited Properties
Inherited Functions
References