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@@ -500,48 +500,84 @@ class MTex:
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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 fromDupli: Dupli's instanced from verts, faces or particles, inherit texture coordinate from their parent
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@ivar fromOrig: Dupli's derive their object coordinates from the original objects transformation
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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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@ivar uvlayer: The name of the UV Layer this texture is mapped to (when left blank uses render layer)
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@type uvlayer: string
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@type blendmode: int
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@ivar blendmode: Texture blending mode. See L{BlendModes}
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@type col: tuple
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@ivar col: Color that the texture blends with. Range of.
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@type colfac: float
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@ivar colfac: Factor by which texture affects color.
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@ivar correctNor: Correct normal mapping for Texture space and Object space.
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@type correctNor: boolean
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@type dispfac: float
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@ivar dispfac: Factor by which texture affects displacement.
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@type dvar: float
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@ivar dvar: Value that the texture blends with when not blending colors.
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@type fromDupli: boolean
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@ivar fromDupli: Duplis instanced from verts, faces or particles, inherit texture coordinate from their parent.
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@type fromOrig: boolean
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@ivar fromOrig: Duplis derive their object coordinates from the original objects transformation.
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@type mapping: int
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@ivar mapping: Mapping of texture coordinates (flat, cube, etc.). See L{Mappings}.
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@type mapto: int
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@ivar mapto: "Map to" field of texture. OR'd values of L{MapTo}.
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@ivar mtAlpha: How texture maps to alpha value.
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@type mtAlpha: int
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@ivar mtAmb: How texture maps to ambient value.
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@type mtAmb: int
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@ivar mtCmir: How texture maps to mirror color.
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@type mtCmir: int
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@ivar mtCol: How texture maps to color.
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@type mtCol: int
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@ivar mtCsp: How texture maps to specularity color
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@type mtCsp: int
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@ivar mtDisp: How texture maps to displacement
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@type mtDisp: int
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@ivar mtEmit: How texture maps to emit value
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@type mtEmit: int
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@ivar mtHard: How texture maps to hardness
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@type mtHard: int
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@ivar mtNor: How texture maps to normals
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@type mtNor: int
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@ivar mtRayMir: How texture maps to RayMir value
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@type mtRayMir: int
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@ivar mtRef: How texture maps to reflectivity
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@type mtRef: int
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@ivar mtSpec: How texture maps to specularity
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@type mtSpec: int
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@ivar mtTranslu: How texture maps to translucency
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@type mtTranslu: int
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@ivar mtWarp: How texture maps to warp
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@type mtWarp: int
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@ivar neg: Negate texture values mode
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@type neg: boolean
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@ivar norfac: Factor by which texture affects normal
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@type norfac: float
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@ivar noRGB: Convert texture RGB values to intensity values
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@type noRGB: boolean
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@ivar object: Object whose space to use when texco is Object
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@type object: Blender Object or None
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@type ofs: tuple
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@ivar ofs: Offset to adjust texture space
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@type size: tuple
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@ivar size: Size to scale texture space
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@ivar stencil: Stencil mode
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@type stencil: boolean
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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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@type texco: int
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@ivar uvlayer: The name of the UV Layer this texture is mapped to (when left blank uses render layer)
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@type uvlayer: string
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@type varfac: float
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@ivar varfac: Factor by which texture affects most variables
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@type warpfac: float
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@ivar warpfac: Factor by which texture affects warp
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@type xproj: int
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@ivar xproj: Projection of X axis to Texture space. See L{Proj}
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@type yproj: int
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@ivar yproj: Projection of Y axis to Texture space. See L{Proj}
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@type zproj: int
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@ivar zproj: Projection of Z axis to Texture space. See L{Proj}
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"""
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def getIpo():
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