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17
This module provides access to B{Texture} objects in Blender.
21
from Blender import Texture,Image,Material
23
footex = Texture.Get('foo') # get texture named 'foo'
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footex.setType('Image') # make foo be an image texture
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img = Image.Load('test.png') # load an image
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footex.image = img # link the image to the texture
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mat = Material.Get('bar') # get a material
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mtextures = mat.getTextures() # get a list of the MTex objects
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for mtex in mtextures:
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if mtex.tex.type == Texture.Types.IMAGE:
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print mtex.tex.image.filename # print the filenames of all the
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# images in textures linked to "bar"
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mat.setTexture(0, footex) # set the material's first texture
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from Blender import Texture,Image,Material
23
footex = Texture.Get('foo') # get texture named 'foo'
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footex.setType('Image') # make foo be an image texture
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img = Image.Load('test.png') # load an image
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footex.image = img # link the image to the texture
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mat = Material.Get('bar') # get a material
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mtextures = mat.getTextures() # get a list of the MTex objects
30
for mtex in mtextures:
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if mtex.tex.type == Texture.Types.IMAGE:
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print mtex.tex.image.filename # print the filenames of all the
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# images in textures linked to "bar"
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mat.setTexture(0, footex) # set the material's first texture
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@type Types: readonly dictionary
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@var Types: The available texture types:
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- CLOUDS - Clouds texture
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- MARBLE - Marble texture
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- MAGIC - Magic texture
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- BLEND - Blend texture
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- STUCCI - Stucci texture
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- NOISE - Noise texture
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- IMAGE - Image texture
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- PLUGIN - Plugin texture
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- ENVMAP - EnvMap texture
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- MUSGRAVE - Musgrave procedural texture
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- VORONOI - Voronoi procedural texture
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- DISTNOISE - Distorted noise texture
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- CLOUDS - Clouds texture
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- MARBLE - Marble texture
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- MAGIC - Magic texture
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- BLEND - Blend texture
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- STUCCI - Stucci texture
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- NOISE - Noise texture
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- IMAGE - Image texture
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- PLUGIN - Plugin texture
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- ENVMAP - EnvMap texture
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- MUSGRAVE - Musgrave procedural texture
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- VORONOI - Voronoi procedural texture
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- DISTNOISE - Distorted noise texture
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@type Flags: readonly dictionary
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@var Flags: The available Texture flags:
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- FLIPBLEND - Flips the blend texture's X and Y directions
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- NEGALPHA - Reverse the alpha value
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- CHECKER_ODD - Fill the "odd" checkerboard tiles
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- CHECKER_EVEN - Fill the "even" checkerboard tiles
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- FLIPBLEND - Flips the blend texture's X and Y directions
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- NEGALPHA - Reverse the alpha value
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- CHECKER_ODD - Fill the "odd" checkerboard tiles
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- CHECKER_EVEN - Fill the "even" checkerboard tiles
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@type ImageFlags: readonly dictionary
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@var ImageFlags: The available image flags for Texture.imageFlags:
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- INTERPOL - Interpolate pixels of the image
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- USEALPHA - Use the alpha layer
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- MIPMAP - Enable mipmapping [cannot be used with FIELDS]
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- FIELDS - Work with field images [cannot be used with MIPMAP]
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- ROT90 - Rotate the image 90 degrees when rendering
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- CALCALPHA - Calculate an alpha from the RGB
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- STFIELD - Denotes this is a standard field
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- MOVIE - Use a movie for an image
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- CYCLIC - Repeat animation image
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- ANTI - Use anti-aliasing
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- NORMALMAP - Use image RGB values for normal mapping
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- INTERPOL - Interpolate pixels of the image
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- USEALPHA - Use the alpha layer
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- MIPMAP - Enable mipmapping [cannot be used with FIELDS]
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- FIELDS - Work with field images [cannot be used with MIPMAP]
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- ROT90 - Rotate the image 90 degrees when rendering
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- CALCALPHA - Calculate an alpha from the RGB
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- STFIELD - Denotes this is a standard field
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- MOVIE - Use a movie for an image
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- CYCLIC - Repeat animation image
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- ANTI - Use anti-aliasing
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- NORMALMAP - Use image RGB values for normal mapping
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@type ExtendModes: readonly dictionary
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@var ExtendModes: Extend, clip, repeat or checker modes for image textures
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- EXTEND - Extends the colour of the edge
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- CLIP - Return alpha 0.0 outside image
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- CLIPCUBE - Return alpha 0.0 around cube-shaped area around image
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- REPEAT - Repeat image vertically and horizontally
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- CHECKER - Repeat image in checkerboard pattern
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- EXTEND - Extends the colour of the edge
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- CLIP - Return alpha 0.0 outside image
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- CLIPCUBE - Return alpha 0.0 around cube-shaped area around image
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- REPEAT - Repeat image vertically and horizontally
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- CHECKER - Repeat image in checkerboard pattern
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@type Noise: readonly dictionary
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@var Noise: Noise types and bases. SINE, SAW and TRI are only used for
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marble and wood textures, while the remainder are used for all textures
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which has a noise basis function (for these textures, the constant should
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be used with the second noise basis setting).
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- SINE - Produce bands using sine wave (marble, wood textures)
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- SAW - Produce bands using saw wave (marble, wood textures)
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- TRI - Produce bands using triangle wave (marble, wood textures)
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- BLENDER - Original Blender algorithm
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- PERLIN - Ken Perlin's original (1985) algorithm
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- IMPROVEDPERLIN - Ken Perlin's newer (2002) algorithm
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- VORONOICRACKLE - none
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- CELLNOISE - Steven Worley's cellular basis algorithm (1996)
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marble and wood textures, while the remainder are used for all textures
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which has a noise basis function (for these textures, the constant should
89
be used with the second noise basis setting).
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- SINE - Produce bands using sine wave (marble, wood textures)
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- SAW - Produce bands using saw wave (marble, wood textures)
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- TRI - Produce bands using triangle wave (marble, wood textures)
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- BLENDER - Original Blender algorithm
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- PERLIN - Ken Perlin's original (1985) algorithm
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- IMPROVEDPERLIN - Ken Perlin's newer (2002) algorithm
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- VORONOICRACKLE - none
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- CELLNOISE - Steven Worley's cellular basis algorithm (1996)
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@type BlendModes: readonly dictionary
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@var BlendModes: The available texture blending modes:
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- MIX - mix texture with value
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- MULTIPLY - multiply texture with value
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- ADD - add texture to value
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- SUBTRACT - subtract texture from value
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- DIVIDE - divide value by texture
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- DARKEN - replace value with texture if texture is darker
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- DIFFERENCE - difference of texture from value
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- LIGHTEN - replace value with texture if texture is lighter
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- SCREEN - 'screen' mode
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- MIX - mix texture with value
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- MULTIPLY - multiply texture with value
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- ADD - add texture to value
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- SUBTRACT - subtract texture from value
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- DIVIDE - divide value by texture
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- DARKEN - replace value with texture if texture is darker
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- DIFFERENCE - difference of texture from value
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- LIGHTEN - replace value with texture if texture is lighter
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- SCREEN - 'screen' mode
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@type Mappings: readonly dictionary
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@var Mappings: The available 2D texture coordinate mappings for images:
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- FLAT - flat projection
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- CUBE - cube projection
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- TUBE - cylindrical projection
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- SPHERE - spherical projection
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- FLAT - flat projection
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- CUBE - cube projection
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- TUBE - cylindrical projection
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- SPHERE - spherical projection
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@type Proj: readonly dictionary
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@var Proj: The available projections per axis:
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- NONE - axis isn't used
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- X - axis is used as final x axis
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- Y - axis is used as final y axis
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- Z - axis is used as final z axis
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- NONE - axis isn't used
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- X - axis is used as final x axis
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- Y - axis is used as final y axis
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- Z - axis is used as final z axis
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@type STypes: readonly dictionary
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@var STypes: Texture-type specific data. Depending on the value of
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Texture.type, certain groups will make sense. For instance, when a texture
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is of type CLOUD, the CLD_xxx stypes can be used. Note that the first
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value in each group is the default.
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- CLD_DEFAULT - Monochromatic noise
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- CLD_COLOR - RGB noise
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- WOD_BANDS - Use standard wood texture
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- WOD_RINGS - Use wood rings
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- WOD_BANDNOISE - Add noise to standard wood
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- WOD_RINGNOISE - Add noise to rings
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- MAG_DEFAULT - Magic has no STypes
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- MBL_SOFT - Use soft marble
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- MBL_SHARP - Use more clearly defined marble
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- MBL_SHARPER - Use very clearly dfefined marble
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- BLN_LIN - Use a linear progression
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- BLN_QUAD - Use a quadratic progression
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- BLN_EASE - Uses a more complicated blend function
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- BLN_DIAG - Use a diagonal progression
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- BLN_SPHERE - Use a progression with the shape of a sphere
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- BLN_HALO - Use a quadratic progression with the shape of a sphere
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- STC_PLASTIC - Standard stucci
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- STC_WALLIN - Creates dimples
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- STC_WALLOUT - Creates ridges
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- NSE_DEFAULT - Noise has no STypes
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- IMG_DEFAULT - Image has no STypes
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- PLG_DEFAULT - Plugin has no STypes
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- ENV_STATIC - Calculate map only once
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- ENV_ANIM - Calculate map each rendering
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- ENV_LOAD - Load map from disk
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- MUS_MFRACTAL - Hetero Multifractal
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- MUS_RIDGEDMF - Ridged Multifractal
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- MUS_HYBRIDMF - Hybrid Multifractal
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- MUS_FBM - Fractal Brownian Motion
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- MUS_HTERRAIN - Hetero Terrain
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- VN_INT - Only calculate intensity
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- VN_COL1 - Color cells by position
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- VN_COL2 - Same as Col1 plus outline based on F2-F1
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- VN_COL3 - Same as Col2 multiplied by intensity
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13. Distorted noise type
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- DN_BLENDER - Original Blender algorithm
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- DN_PERLIN - Ken Perlin's original (1985) algorithm
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- DN_IMPROVEDPERLIN - Ken Perlin's newer (2002) algorithm
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- DN_VORONOIF1 - none
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- DN_VORONOIF2 - none
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- DN_VORONOIF3 - none
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- DN_VORONOIF4 - none
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- DN_VORONOIF2F1 - none
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- DN_VORONOICRACKLE - none
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- DN_CELLNOISE - Steven Worley's cellular basis algorithm (1996)
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Texture.type, certain groups will make sense. For instance, when a texture
133
is of type CLOUD, the CLD_xxx stypes can be used. Note that the first
134
value in each group is the default.
136
- CLD_DEFAULT - Monochromatic noise
137
- CLD_COLOR - RGB noise
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- WOD_BANDS - Use standard wood texture
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- WOD_RINGS - Use wood rings
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- WOD_BANDNOISE - Add noise to standard wood
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- WOD_RINGNOISE - Add noise to rings
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- MAG_DEFAULT - Magic has no STypes
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- MBL_SOFT - Use soft marble
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- MBL_SHARP - Use more clearly defined marble
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- MBL_SHARPER - Use very clearly dfefined marble
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- BLN_LIN - Use a linear progression
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- BLN_QUAD - Use a quadratic progression
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- BLN_EASE - Uses a more complicated blend function
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- BLN_DIAG - Use a diagonal progression
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- BLN_SPHERE - Use a progression with the shape of a sphere
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- BLN_HALO - Use a quadratic progression with the shape of a sphere
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- STC_PLASTIC - Standard stucci
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- STC_WALLIN - Creates dimples
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- STC_WALLOUT - Creates ridges
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- NSE_DEFAULT - Noise has no STypes
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- IMG_DEFAULT - Image has no STypes
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- PLG_DEFAULT - Plugin has no STypes
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- ENV_STATIC - Calculate map only once
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- ENV_ANIM - Calculate map each rendering
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- ENV_LOAD - Load map from disk
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- MUS_MFRACTAL - Hetero Multifractal
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- MUS_RIDGEDMF - Ridged Multifractal
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- MUS_HYBRIDMF - Hybrid Multifractal
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- MUS_FBM - Fractal Brownian Motion
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- MUS_HTERRAIN - Hetero Terrain
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- VN_INT - Only calculate intensity
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- VN_COL1 - Color cells by position
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- VN_COL2 - Same as Col1 plus outline based on F2-F1
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- VN_COL3 - Same as Col2 multiplied by intensity
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13. Distorted noise type
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- DN_BLENDER - Original Blender algorithm
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- DN_PERLIN - Ken Perlin's original (1985) algorithm
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- DN_IMPROVEDPERLIN - Ken Perlin's newer (2002) algorithm
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- DN_VORONOIF1 - none
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- DN_VORONOIF2 - none
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- DN_VORONOIF3 - none
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- DN_VORONOIF4 - none
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- DN_VORONOIF2F1 - none
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- DN_VORONOICRACKLE - none
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- DN_CELLNOISE - Steven Worley's cellular basis algorithm (1996)
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@var TexCo: Flags for MTex.texco.
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- ORCO - Use the original coordinates of the mesh
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- REFL - Use reflection vector as texture coordinates
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- NOR - Use normal vector as texture coordinates
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- GLOB - Use global coordinates for the texture coordinates
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- UV - Use UV coordinates for texture coordinates
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- OBJECT - Use linked object's coordinates for texture coordinates
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- WIN - Use screen coordinates as texture coordinates
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- VIEW - Pass camera view vector on to the texture (World texture only!)
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- STICK - Use mesh sticky coordinates for the texture coordinates
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- STRESS - Use mesh stress coordinates for the texture coordinates
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- TANGENT - Use mesh tangent coordinates for the texture coordinates
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- ORCO - Use the original coordinates of the mesh
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- REFL - Use reflection vector as texture coordinates
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- NOR - Use normal vector as texture coordinates
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- GLOB - Use global coordinates for the texture coordinates
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- UV - Use UV coordinates for texture coordinates
199
- OBJECT - Use linked object's coordinates for texture coordinates
200
- WIN - Use screen coordinates as texture coordinates
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- VIEW - Pass camera view vector on to the texture (World texture only!)
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- STICK - Use mesh sticky coordinates for the texture coordinates
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- STRESS - Use mesh stress coordinates for the texture coordinates
204
- TANGENT - Use mesh tangent coordinates for the texture coordinates
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@type TexCo: readonly dictionary
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@var MapTo: Flags for MTex.mapto.
208
- COL - Make the texture affect the basic colour of the material
209
- NOR - Make the texture affect the rendered normal
210
- CSP - Make the texture affect the specularity colour
211
- CMIR - Make the texture affect the mirror colour
212
- REF - Make the texture affect the diffuse reflectivity value
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- SPEC - Make the texture affect the specularity value
214
- HARD - Make the texture affect the hardness value
215
- ALPHA - Make the texture affect the alpha value
216
- EMIT - Make the texture affect the emit value
217
- RAYMIR - Make the texture affect the mirror reflectivity value
218
- DISP - Make the texture displace the mesh
219
- TRANSLU - Make the texture affect the translucency value
220
- AMB - Make the texture affect the ambient value
221
- WARP - Make the texture affect texture coordinates for the following textures
208
- COL - Make the texture affect the basic colour of the material
209
- NOR - Make the texture affect the rendered normal
210
- CSP - Make the texture affect the specularity colour
211
- CMIR - Make the texture affect the mirror colour
212
- REF - Make the texture affect the diffuse reflectivity value
213
- SPEC - Make the texture affect the specularity value
214
- HARD - Make the texture affect the hardness value
215
- ALPHA - Make the texture affect the alpha value
216
- EMIT - Make the texture affect the emit value
217
- RAYMIR - Make the texture affect the mirror reflectivity value
218
- DISP - Make the texture displace the mesh
219
- TRANSLU - Make the texture affect the translucency value
220
- AMB - Make the texture affect the ambient value
221
- WARP - Make the texture affect texture coordinates for the following textures
222
222
@type MapTo: readonly dictionary
226
226
def New (name = 'Tex'):
228
Create a new Texture object.
230
@param name: The Texture name.
231
@rtype: Blender Texture
232
@return: The created Texture object.
228
Create a new Texture object.
230
@param name: The Texture name.
231
@rtype: Blender Texture
232
@return: The created Texture object.
235
235
def Get (name = None):
237
Get the Texture object(s) from Blender.
239
@param name: The name of the Texture.
240
@rtype: Blender Texture or a list of Blender Textures
241
@return: It depends on the I{name} parameter:
242
- (name): The Texture object with the given I{name};
243
- (): A list with all Texture objects in the current scene.
237
Get the Texture object(s) from Blender.
239
@param name: The name of the Texture.
240
@rtype: Blender Texture or a list of Blender Textures
241
@return: It depends on the I{name} parameter:
242
- (name): The Texture object with the given I{name};
243
- (): A list with all Texture objects in the current scene.
246
246
from IDProp import IDGroup, IDArray
251
This object gives access to Texture-specific data in Blender.
253
Note that many of the attributes of this object are only relevant for
254
specific texture types.
256
@ivar properties: Returns an L{IDGroup<IDProp.IDGroup>} reference to this texture's ID Properties.
257
@type properties: L{IDGroup<IDProp.IDGroup>}
251
This object gives access to Texture-specific data in Blender.
253
Note that many of the attributes of this object are only relevant for
254
specific texture types.
258
256
@ivar animFrames: Number of frames of a movie to use.
259
Value is clamped to the range [0,30000].
257
Value is clamped to the range [0,300000].
260
258
@type animFrames: int
261
@ivar animLength: Number of frames of a movie to use (0 for all).
262
Value is clamped to the range [0,9000].
263
@type animLength: int
264
@ivar animMontage: Montage mode, start frames and durations. Example: C{( (fra1,dur1), (fra2,dur2), (fra3,dur3), (fra4,dur4) )}.
265
@type animMontage: tuple of 4 (int,int)
266
259
@ivar animOffset: Offsets the number of the first movie frame to use.
267
Value is clamped to the range [-9000,9000].
260
Value is clamped to the range [-300000,300000].
268
261
@type animOffset: int
269
262
@ivar animStart: Starting frame of the movie to use.
270
Value is clamped to the range [1,9000].
263
Value is clamped to the range [1,300000].
271
264
@type animStart: int
272
265
@ivar anti: Image anti-aliasing enabled. Also see L{ImageFlags}.
387
376
@ivar weight4: Weight 4 (for Voronoi textures).
388
377
Value is clamped to the range [-2.0,2.0].
389
378
@type weight4: float
394
Get the extend mode of the texture. See L{setExtend}.
400
Get the Image associated with this texture (or None).
401
@rtype: Blender Image
406
Get the name of this Texture object.
412
Get this Texture's type. See L{setType}.
416
def setExtend(extendmode):
418
Set the extend mode of this texture (only used for IMAGE textures)
419
@param extendmode: The new extend mode. One of:
420
'Extend', 'Clip', 'ClipCube' and 'Repeat'
421
@type extendmode: string
424
def setFlags(f1=None, f2=None, f3=None, f4=None):
426
Set this object's flags.
427
@param f1,f2,f3,f4: Flags to be set (omitted flags are cleared). Can be any of
428
'FlipBlendXY', 'NegAlpha', 'CheckerOdd', and 'CheckerEven'
429
@type f1,f2,f3,f4: string
434
Set the Image of this texture.
435
@param image: The new Image.
436
@type image: Blender Image
437
@warning: This sets the texture's type to 'Image' if it is not already.
440
def setImageFlags(f1=None, f2=None, f3=None, etc=None):
442
Set the Image flags (only makes sense for IMAGE textures). Omitted
444
@param f1, f2, f3, etc: Flag to set. See L{ImageFlags} for their meanings. Can be
445
any of: 'InterPol', 'UseAlpha', 'MipMap', 'Fields', 'Rot90',
446
'CalcAlpha', 'Cyclic', 'Movie', 'StField', 'Anti' and 'NormalMap'
447
@type f1, f2, f3, etc: string
452
Set the name of this Texture object.
453
@param name: The new name.
460
@param stype: The new stype. This can be any of the values listed in
461
L{STypes} or 'Default' which sets the stype to the default value.
464
@note: the set of valid parameters is dependent on the current
465
texture type. Be sure to always set the texture type B{before}
466
setting the texture's stype; otherwise an exception might occur.
471
Set this Texture's type.
472
@param type: The new type. Possible options are:
473
'None', 'Clouds', 'Wood', 'Marble', 'Magic', 'Blend', 'Stucci',
474
'Noise', 'Image', 'Plugin', 'EnvMap', 'Musgrave', 'Voronoi'
379
@ivar colorband: Texture colorband, a list of colors,
380
each color a list of 5 floats [0 - 1], [r,g,b,a,pos].
381
The colorband can have between 1 and 31 colors.
382
@type colorband: list
383
@ivar autoRefresh: Refresh image on frame changes enabled.
384
@type autoRefresh: boolean
389
Get the extend mode of the texture. See L{setExtend}.
395
Get the Image associated with this texture (or None).
396
@rtype: Blender Image
401
Get the name of this Texture object.
407
Get this Texture's type. See L{setType}.
411
def setExtend(extendmode):
413
Set the extend mode of this texture (only used for IMAGE textures)
414
@param extendmode: The new extend mode. One of:
415
'Extend', 'Clip', 'ClipCube' and 'Repeat'
416
@type extendmode: string
419
def setFlags(f1=None, f2=None, f3=None, f4=None):
421
Set this object's flags.
422
@param f1,f2,f3,f4: Flags to be set (omitted flags are cleared). Can be any of
423
'FlipBlendXY', 'NegAlpha', 'CheckerOdd', and 'CheckerEven'
424
@type f1,f2,f3,f4: string
429
Set the Image of this texture.
430
@param image: The new Image.
431
@type image: Blender Image
432
@warning: This sets the texture's type to 'Image' if it is not already.
435
def setImageFlags(f1=None, f2=None, f3=None, etc=None):
437
Set the Image flags (only makes sense for IMAGE textures). Omitted
439
@param f1, f2, f3, etc: Flag to set. See L{ImageFlags} for their meanings. Can be
440
any of: 'InterPol', 'UseAlpha', 'MipMap', 'Fields', 'Rot90',
441
'CalcAlpha', 'Cyclic', 'Movie', 'StField', 'Anti' and 'NormalMap'
442
@type f1, f2, f3, etc: string
447
Set the name of this Texture object.
448
@param name: The new name.
455
@param stype: The new stype. This can be any of the values listed in
456
L{STypes} or 'Default' which sets the stype to the default value.
459
@note: the set of valid parameters is dependent on the current
460
texture type. Be sure to always set the texture type B{before}
461
setting the texture's stype; otherwise an exception might occur.
466
Set this Texture's type.
467
@param type: The new type. Possible options are:
468
'None', 'Clouds', 'Wood', 'Marble', 'Magic', 'Blend', 'Stucci',
469
'Noise', 'Image', 'Plugin', 'EnvMap', 'Musgrave', 'Voronoi'
475
Evaluates the texture at this location and returns the result.
477
The return value is a 4D vector where (x,y,z,w) are (red, green, blue, intensity)
478
For greyscale textures, often intensity only will be used.
483
Texture.__doc__ += id_generics.attributes
485
This object links a material to a texture. It allows the same texture to be
486
used in several different ways.
488
@ivar tex: The Texture this is linked to.
489
@type tex: Blender Texture
490
@ivar texco: Texture coordinates ("Map input"). See L{TexCo}
491
@ivar mapto: "Map to" field of texture. OR'd values of L{MapTo}
492
@ivar object: Object whose space to use when texco is Object
493
@type object: Blender Object
494
@ivar col: Color that the texture blends with
495
@ivar dvar: Value that the texture blends with when not blending colors
496
@ivar blendmode: Texture blending mode. L{BlendModes}
497
@ivar colfac: Factor by which texture affects color
498
@ivar norfac: Factor by which texture affects normal
499
@ivar varfac: Factor by which texture affects most variables
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@ivar dispfac: Factor by which texture affects displacement
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@ivar warpfac: Factor by which texture affects warp
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@ivar ofs: Offset to adjust texture space
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@ivar size: Size to scale texture space
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@ivar mapping: Mapping of texture coordinates (flat, cube, etc.). L{Mappings}
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@ivar stencil: Stencil mode
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@ivar neg: Negate texture values mode
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@ivar noRGB: Convert texture RGB values to intensity values
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@ivar correctNor: Correct normal mapping for Texture space and Object space
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@ivar xproj: Projection of X axis to Texture space. L{Proj}
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@ivar yproj: Projection of Y axis to Texture space. L{Proj}
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@ivar zproj: Projection of Z axis to Texture space. L{Proj}
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@ivar mtCol: How texture maps to color
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@ivar mtNor: How texture maps to normals
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@ivar mtCsp: How texture maps to specularity color
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@ivar mtCmir: How texture maps to mirror color
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@ivar mtRef: How texture maps to reflectivity
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@ivar mtSpec: How texture maps to specularity
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@ivar mtEmit: How texture maps to emit value
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@ivar mtAlpha: How texture maps to alpha value
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@ivar mtHard: How texture maps to hardness
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@ivar mtRayMir: How texture maps to RayMir value
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@ivar mtTranslu: How texture maps to translucency
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@ivar mtAmb: How texture maps to ambient value
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@ivar mtDisp: How texture maps to displacement
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@ivar mtWarp: How texture maps to warp
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Get the Ipo associated with this texture object, if any.
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@return: the wrapped ipo or None.
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Link an ipo to this texture object.
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@type ipo: Blender Ipo
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@param ipo: a "texture data" ipo.
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Unlink the ipo from this texture object.
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@return: True if there was an ipo linked or False otherwise.
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This object links a material to a texture. It allows the same texture to be
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used in several different ways.
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@ivar tex: The Texture this is linked to.
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@type tex: Blender Texture
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@ivar texco: Texture coordinates ("Map input"). See L{TexCo}
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@ivar mapto: "Map to" field of texture. OR'd values of L{MapTo}
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@ivar object: Object whose space to use when texco is Object
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@type object: Blender Object
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@ivar col: Color that the texture blends with
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@ivar dvar: Value that the texture blends with when not blending colors
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@ivar blendmode: Texture blending mode. L{BlendModes}
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@ivar colfac: Factor by which texture affects color
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@ivar norfac: Factor by which texture affects normal
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@ivar varfac: Factor by which texture affects most variables
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@ivar dispfac: Factor by which texture affects displacement
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@ivar warpfac: Factor by which texture affects warp
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@ivar ofs: Offset to adjust texture space
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@ivar size: Size to scale texture space
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@ivar mapping: Mapping of texture coordinates (flat, cube, etc.). L{Mappings}
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@ivar stencil: Stencil mode
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@ivar neg: Negate texture values mode
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@ivar noRGB: Convert texture RGB values to intensity values
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@ivar correctNor: Correct normal mapping for Texture space and Object space
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@ivar xproj: Projection of X axis to Texture space. L{Proj}
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@ivar yproj: Projection of Y axis to Texture space. L{Proj}
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@ivar zproj: Projection of Z axis to Texture space. L{Proj}
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@ivar mtCol: How texture maps to color
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@ivar mtNor: How texture maps to normals
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@ivar mtCsp: How texture maps to specularity color
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@ivar mtCmir: How texture maps to mirror color
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@ivar mtRef: How texture maps to reflectivity
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@ivar mtSpec: How texture maps to specularity
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@ivar mtEmit: How texture maps to emit value
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@ivar mtAlpha: How texture maps to alpha value
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@ivar mtHard: How texture maps to hardness
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@ivar mtRayMir: How texture maps to RayMir value
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@ivar mtTranslu: How texture maps to translucency
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@ivar mtAmb: How texture maps to ambient value
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@ivar mtDisp: How texture maps to displacement
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@ivar mtWarp: How texture maps to warp
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Get the Ipo associated with this texture object, if any.
537
@return: the wrapped ipo or None.
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Link an ipo to this texture object.
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@type ipo: Blender Ipo
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@param ipo: a "texture data" ipo.
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Unlink the ipo from this texture object.
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@return: True if there was an ipo linked or False otherwise.