create_raster_texture
Create a raster image texture for patterns requiring discrete marks like runes, which procedural shaders cannot generate.
Instructions
Generate an image texture for patterns shader nodes cannot express.
Use this only for patterns that place discrete marks. Shader nodes evaluate a function per point and have no way to say "draw a glyph here, then another over there", so runes need real pixels. Everything else should go through create_procedural_material, which stays sharp at any resolution.
The image is packed into the blend file. No file is written to disk.
Args: name: Name for the generated image datablock. pattern: A raster pattern. Currently 'runes'. size: Pixel width and height, up to 2048. Cost grows with the square. count: How many marks to stamp. 0 leaves a blank field. seed: Change for a different arrangement; the same seed always reproduces the same image. foreground: RGB or RGBA colour of the marks. background: RGB or RGBA colour behind them.
Returns: Dict with the image name, size, and mark count.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | Yes | ||
| seed | No | ||
| size | No | ||
| count | No | ||
| pattern | Yes | ||
| background | No | ||
| foreground | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||