================================ Materials/Textures -- procedural ================================ .. index:: textur (procedural) .. |a| image:: /images/all/blender-basics/h_material/procedure-100.png Objectives ========== .. tabularcolumns:: | c | l | :border: none +-------+-------------------------------------------------------------------------+ | |a| | Procedural textures are explained in this station. It is only the | | | starting point to this complex topic. | +-------+-------------------------------------------------------------------------+ Instructions ============ :Tasks: 1. Run the script and check the functionality of the functions. 2. Change the parameters of a texture. 3. Set material and texture to a new object. All types in one image -- the mapping types will be shown in a separate station. On the picture you can see the names of the textures and how the rendered objects looks like. .. image:: /images/all/blender-basics/h_material/procedurale-textures.jpg Code used to render the image ============================= .. literalinclude:: files/material_procedural.py :language: python :hint: Run the script, set the camera on the right position and start the menu sequence: Render » Render Image. | Every texture has more or less parameters. In the property panel all parameters are changeable. The names of parameters are printed with the *dir* command. :: print(dir(textur)) Output example for the texture »WOOD«: :: ['__doc__', '__module__', '__slots__', 'animation_data', 'animation_data_clear', 'animation_data_create', 'bl_rna', 'color_ramp', 'contrast', 'copy', 'evaluate', 'factor_blue', 'factor_green', 'factor_red', 'intensity', 'is_library_indirect', 'is_updated', 'is_updated_data', 'library', 'nabla', 'name', 'node_tree', 'noise_basis', 'noise_basis_2', 'noise_scale', 'noise_type', 'rna_type', 'saturation', 'tag', 'turbulence', 'type', 'update_tag', 'use_color_ramp', 'use_fake_user', 'use_nodes', 'use_preview_alpha', 'user_clear', 'users', 'wood_type']