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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Extensions%3A2.4%2FPy%2FNodes%2FCookbook%2FTextures</id>
	<title>Extensions:2.4/Py/Nodes/Cookbook/Textures - 版の履歴</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Extensions%3A2.4%2FPy%2FNodes%2FCookbook%2FTextures"/>
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	<updated>2026-09-11T07:38:38Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Extensions:2.4/Py/Nodes/Cookbook/Textures&amp;diff=59474&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Extensions:2.4/Py/Nodes/Cookbook/Textures&amp;diff=59474&amp;oldid=prev"/>
		<updated>2018-06-28T17:54:35Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 17:54時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Extensions:2.4/Py/Nodes/Cookbook/Textures&amp;diff=59473&amp;oldid=prev</id>
		<title>wiki&gt;Mindrones bot: Bot: Fixing redirects</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Extensions:2.4/Py/Nodes/Cookbook/Textures&amp;diff=59473&amp;oldid=prev"/>
		<updated>2010-05-26T17:16:13Z</updated>

		<summary type="html">&lt;p&gt;Bot: Fixing redirects&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;[[Extensions:2.4/Py/Nodes/Cookbook|Back to index]]&lt;br /&gt;
&lt;br /&gt;
== Ideas ==&lt;br /&gt;
* Noise node: see http://www.blender.org/documentation/246PythonDoc/Noise-module.html for inspiration. Basically this should allow one to reimplement various textures found in Blender already.&lt;br /&gt;
* Add your idea here.&lt;br /&gt;
&lt;br /&gt;
== Recipes ==&lt;br /&gt;
&lt;br /&gt;
=== Blend ===&lt;br /&gt;
[[Image:Pynode-blend.png|right|thumb|Example output of blend node.[[http://wiki.blender.org/uploads/5/59/Pynode-blend.blend .blend]]]]&lt;br /&gt;
This script produces a simple gradient from given color to black. Making second color customizable is left as an exercise to the reader.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang = &amp;quot;python&amp;quot;&amp;gt;&lt;br /&gt;
from Blender import Node&lt;br /&gt;
&lt;br /&gt;
class BlendNode(Node.Scripted):&lt;br /&gt;
    def __init__(self, sockets):&lt;br /&gt;
        vector = Node.Socket('Vector', val = 3*[1.0])&lt;br /&gt;
        col = Node.Socket('Color', val = 4*[1.0])&lt;br /&gt;
        axis = Node.Socket('Axis', val=0.0, min=0.0, max=2.0)&lt;br /&gt;
        &lt;br /&gt;
        sockets.input = [vector, col, axis]&lt;br /&gt;
        sockets.output = [col]&lt;br /&gt;
&lt;br /&gt;
    def __call__(self):&lt;br /&gt;
        fac = (self.input.Vector[int(self.input.Axis + 0.5)] + 1) / 2&lt;br /&gt;
        self.output.Color = map(lambda x: x * fac, self.input.Color)&lt;br /&gt;
&lt;br /&gt;
__node__ = BlendNode&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Brick ===&lt;br /&gt;
[[Image:Pynode-brick.png|right|thumb|Example output of brick node.[[http://wiki.blender.org/uploads/3/3d/Pynode-brick.blend .blend]]]]&lt;br /&gt;
This script generates a simple texture. Use axis to define axis on which direction it is headed to.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang = &amp;quot;python&amp;quot;&amp;gt;&lt;br /&gt;
from Blender import Node&lt;br /&gt;
&lt;br /&gt;
class BrickNode(Node.Scripted):&lt;br /&gt;
    def __init__(self, sockets):&lt;br /&gt;
        vector = Node.Socket('Vector', val = 3*[1.0])&lt;br /&gt;
        col1 = Node.Socket('Main_Color', val = 4*[1.0])&lt;br /&gt;
        col2 = Node.Socket('Seam_Color', val = 4*[1.0])&lt;br /&gt;
        w_frequency = Node.Socket('W_Frequency', val=5.0, min=-100.0, max=100.0)&lt;br /&gt;
        h_frequency = Node.Socket('H_Frequency', val=5.0, min=-100.0, max=100.0)&lt;br /&gt;
        seam = Node.Socket('Seam', val=.1, min=0.0, max=1.0)&lt;br /&gt;
        axis = Node.Socket('Axis', val=0.0, min=0.0, max=2.0)&lt;br /&gt;
        &lt;br /&gt;
        col = Node.Socket('Color', val = 4*[1.0])&lt;br /&gt;
        &lt;br /&gt;
        sockets.input = [vector, col1, col2, w_frequency, h_frequency, seam, axis]&lt;br /&gt;
        sockets.output = [col]&lt;br /&gt;
&lt;br /&gt;
    def __call__(self):&lt;br /&gt;
        tex_coords = self.input.Vector&lt;br /&gt;
        axis_int = int(self.input.Axis + 0.5)&lt;br /&gt;
        &lt;br /&gt;
        if axis_int == 0:&lt;br /&gt;
            x, y = tex_coords[2], tex_coords[1]&lt;br /&gt;
        elif axis_int == 1:&lt;br /&gt;
            x, y = tex_coords[0], tex_coords[2]&lt;br /&gt;
        else:&lt;br /&gt;
            x, y = tex_coords[1], tex_coords[0]&lt;br /&gt;
        &lt;br /&gt;
        col = self.input.Seam_Color&lt;br /&gt;
        if self.input.W_Frequency * x % 1.0 &amp;gt; 0.5 + self.input.Seam:&lt;br /&gt;
            if self.input.W_Frequency * x % 1.0 &amp;lt; 1.0 - self.input.Seam:&lt;br /&gt;
                if self.input.H_Frequency * y % 1.0 &amp;gt; self.input.Seam:&lt;br /&gt;
                    col = self.input.Main_Color&lt;br /&gt;
        elif self.input.W_Frequency * x % 1.0 &amp;lt; 0.5 - self.input.Seam:&lt;br /&gt;
            if self.input.W_Frequency * x % 1.0 &amp;gt; self.input.Seam:&lt;br /&gt;
                if self.input.H_Frequency * (y + y / 2) % 1.0 &amp;lt; 1.0 - self.input.Seam: # TODO: offset could be better&lt;br /&gt;
                    col = self.input.Main_Color&lt;br /&gt;
        &lt;br /&gt;
        self.output.Color = col&lt;br /&gt;
&lt;br /&gt;
__node__ = BrickNode&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Chess ===&lt;br /&gt;
[[Image:Pynode-chess.png|right|thumb|Example output of chess node.[[http://wiki.blender.org/uploads/5/59/Pynode-chess.blend .blend]]]]&lt;br /&gt;
This script produces a simple chess pattern. Use axis to define axis on which direction it is headed to.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang = &amp;quot;python&amp;quot;&amp;gt;&lt;br /&gt;
from Blender import Node&lt;br /&gt;
&lt;br /&gt;
class ChessNode(Node.Scripted):&lt;br /&gt;
    def __init__(self, sockets):&lt;br /&gt;
        vector = Node.Socket('Vector', val = 3*[1.0])&lt;br /&gt;
        col1 = Node.Socket('Main_Color', val = 4*[1.0])&lt;br /&gt;
        col2 = Node.Socket('Seam_Color', val = 4*[1.0])&lt;br /&gt;
        w_frequency = Node.Socket('W_Frequency', val=5.0, min=-100.0, max=100.0)&lt;br /&gt;
        h_frequency = Node.Socket('H_Frequency', val=5.0, min=-100.0, max=100.0)&lt;br /&gt;
        seam = Node.Socket('Seam', val=.1, min=0.0, max=0.5)&lt;br /&gt;
        axis = Node.Socket('Axis', val=0.0, min=0.0, max=2.0)&lt;br /&gt;
        &lt;br /&gt;
        col = Node.Socket('Color', val = 4*[1.0])&lt;br /&gt;
        &lt;br /&gt;
        sockets.input = [vector, col1, col2, w_frequency, h_frequency, seam, axis]&lt;br /&gt;
        sockets.output = [col]&lt;br /&gt;
&lt;br /&gt;
    def __call__(self):&lt;br /&gt;
        tex_coords = self.input.Vector&lt;br /&gt;
        axis_int = int(self.input.Axis + 0.5)&lt;br /&gt;
        &lt;br /&gt;
        if axis_int == 0:&lt;br /&gt;
            x, y = tex_coords[2], tex_coords[1]&lt;br /&gt;
        elif axis_int == 1:&lt;br /&gt;
            x, y = tex_coords[0], tex_coords[2]&lt;br /&gt;
        else:&lt;br /&gt;
            x, y = tex_coords[1], tex_coords[0]&lt;br /&gt;
        &lt;br /&gt;
        col = self.input.Seam_Color&lt;br /&gt;
        if self.input.W_Frequency * x % 1.0 &amp;gt; 0.5 + self.input.Seam:&lt;br /&gt;
            if self.input.H_Frequency * y % 1.0 &amp;gt; 0.5 + self.input.Seam:&lt;br /&gt;
                col = self.input.Main_Color&lt;br /&gt;
        elif self.input.W_Frequency * x % 1.0 &amp;lt; 0.5 - self.input.Seam:&lt;br /&gt;
            if self.input.H_Frequency * y % 1.0 &amp;lt; 0.5 - self.input.Seam:&lt;br /&gt;
                col = self.input.Main_Color&lt;br /&gt;
        &lt;br /&gt;
        self.output.Color = col&lt;br /&gt;
&lt;br /&gt;
__node__ = ChessNode&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mod 1 ===&lt;br /&gt;
[[Image:Pynode-mod1.png|right|thumb|Example output of Mod 1 node.[[http://wiki.blender.org/uploads/3/37/Pynode-mod1.blend .blend]]]]&lt;br /&gt;
This script produces a stripy texture.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang = &amp;quot;python&amp;quot;&amp;gt;&lt;br /&gt;
from Blender import Node&lt;br /&gt;
&lt;br /&gt;
class ModNode(Node.Scripted):&lt;br /&gt;
    def __init__(self, sockets):&lt;br /&gt;
        vector = Node.Socket('Vector', val = 3*[1.0])&lt;br /&gt;
        col = Node.Socket('Color', val = 4*[1.0])&lt;br /&gt;
        frequency = Node.Socket('Frequency', val=5.0, min=-100.0, max=100.0)&lt;br /&gt;
        axis = Node.Socket('Axis', val=0.0, min=0.0, max=2.0)&lt;br /&gt;
        &lt;br /&gt;
        sockets.input = [vector, frequency, axis]&lt;br /&gt;
        sockets.output = [col]&lt;br /&gt;
&lt;br /&gt;
    def __call__(self):&lt;br /&gt;
        tex_coords = self.input.Vector&lt;br /&gt;
        &lt;br /&gt;
        col = 0.0&lt;br /&gt;
        if self.input.Frequency * tex_coords[int(self.input.Axis + 0.5)] % 1.0 &amp;gt; 0.5:&lt;br /&gt;
            col = 1.0&lt;br /&gt;
        &lt;br /&gt;
        self.output.Color = 3*[col] + [1.0]&lt;br /&gt;
&lt;br /&gt;
__node__ = ModNode&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Mod 2 ===&lt;br /&gt;
[[Image:Pynode-mod2.png|right|thumb|Example output of Mod 2 node.[[http://wiki.blender.org/uploads/5/53/Pynode-mod2.blend .blend]]]]&lt;br /&gt;
This script produces a beach balloony texture.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;source lang = &amp;quot;python&amp;quot;&amp;gt;&lt;br /&gt;
from math import atan2&lt;br /&gt;
from Blender import Node&lt;br /&gt;
&lt;br /&gt;
class Mod2Node(Node.Scripted):&lt;br /&gt;
    def __init__(self, sockets):&lt;br /&gt;
        vector = Node.Socket('Vector', val = 3*[1.0])&lt;br /&gt;
        color1 = Node.Socket('Color1', val = 4*[1.0])&lt;br /&gt;
        color2 = Node.Socket('Color2', val = 4*[1.0])&lt;br /&gt;
        threshold = Node.Socket('Threshold', val=0.5, min=0.0, max=1.0)&lt;br /&gt;
        frequency = Node.Socket('Frequency', val=5.0, min=-100.0, max=100.0)&lt;br /&gt;
        axis = Node.Socket('Axis', val=0.0, min=0.0, max=2.0)&lt;br /&gt;
        &lt;br /&gt;
        col = Node.Socket('Color', val = 4*[1.0])&lt;br /&gt;
        &lt;br /&gt;
        sockets.input = [vector, color1, color2, threshold, frequency, axis]&lt;br /&gt;
        sockets.output = [col]&lt;br /&gt;
&lt;br /&gt;
    def __call__(self):&lt;br /&gt;
        tex_coords = self.input.Vector&lt;br /&gt;
        axis_int = int(self.input.Axis + 0.5)&lt;br /&gt;
        &lt;br /&gt;
        if axis_int == 0:&lt;br /&gt;
            x, y = tex_coords[2], tex_coords[1]&lt;br /&gt;
        elif axis_int == 1:&lt;br /&gt;
            x, y = tex_coords[2], tex_coords[0]&lt;br /&gt;
        else:&lt;br /&gt;
            x, y = tex_coords[1], tex_coords[0]&lt;br /&gt;
        &lt;br /&gt;
        self.output.Color = self.input.Color1&lt;br /&gt;
        if self.input.Frequency * atan2(y, x) % 1.0 &amp;gt; self.input.Threshold:&lt;br /&gt;
            self.output.Color = self.input.Color2&lt;br /&gt;
&lt;br /&gt;
__node__ = Mod2Node&lt;br /&gt;
&amp;lt;/source&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Script]]&lt;/div&gt;</summary>
		<author><name>wiki&gt;Mindrones bot</name></author>
		
	</entry>
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