# MaterialVolume(bpy_struct)

base class — `bpy_struct`

class `bpy.types.``MaterialVolume`(bpy_struct)

  Volume rendering settings for a Material data-block

  `asymmetry`

    Back scattering (-1.0) to Forward scattering (1.0) and the range in between

    Type: | float in [-1, 1], default 0.0

  `cache_resolution`

    Resolution of the voxel grid, low resolutions are faster, high resolutions use more memory

    Type: | int in [1, 1024], default 0

  `density`

    The base density of the volume

    Type: | float in [0, 1], default 0.0

  `density_scale`

    Multiplier for the material’s density

    Type: | float in [0, inf], default 0.0

  `depth_threshold`

    Stop ray marching early if transmission drops below this luminance - higher values give speedups in dense volumes at the expense of accuracy

    Type: | float in [0, 1], default 0.0

  `emission`

    Amount of light that gets emitted by the volume

    Type: | float in [0, inf], default 0.0

  `emission_color`

    Color of emitted light

    Type: | float array of 3 items in [0, inf], default (0.0, 0.0, 0.0)

  `light_method`

    Method of shading, attenuating, and scattering light through the volume

    - `SHADELESS` Shadeless, Do not calculate lighting and shadows.
    - `SHADOWED` Shadowed.
    - `SHADED` Shaded.
    - `MULTIPLE_SCATTERING` Multiple Scattering.
    - `SHADED_PLUS_MULTIPLE_SCATTERING` Shaded + Multiple Scattering.

    Type: | enum in [‘SHADELESS’, ‘SHADOWED’, ‘SHADED’, ‘MULTIPLE_SCATTERING’, ‘SHADED_PLUS_MULTIPLE_SCATTERING’], default ‘SHADELESS’

  `ms_diffusion`

    Diffusion factor, the strength of the blurring effect

    Type: | float in [0, inf], default 0.0

  `ms_intensity`

    Multiplier for multiple scattered light energy

    Type: | float in [0, inf], default 0.0

  `ms_spread`

    Proportional distance over which the light is diffused

    Type: | float in [0, inf], default 0.0

  `reflection`

    Multiplier to make out-scattered light brighter or darker (non-physically correct)

    Type: | float in [0, inf], default 0.0

  `reflection_color`

    Color of light scattered out of the volume (does not affect transmission)

    Type: | float array of 3 items in [0, inf], default (0.0, 0.0, 0.0)

  `scattering`

    Amount of light that gets scattered out by the volume - the more out-scattering, the shallower the light will penetrate

    Type: | float in [0, inf], default 0.0

  `step_method`

    Method of calculating the steps through the volume

    Type: | enum in [‘RANDOMIZED’, ‘CONSTANT’], default ‘RANDOMIZED’

  `step_size`

    Distance between subsequent volume depth samples

    Type: | float in [0, inf], default 0.0

  `transmission_color`

    Result color of the volume, after other light has been scattered/absorbed

    Type: | float array of 3 items in [0, inf], default (0.0, 0.0, 0.0)

  `use_external_shadows`

    Receive shadows from sources outside the volume (temporary)

    Type: | boolean, default False

  `use_light_cache`

    Pre-calculate the shading information into a voxel grid, speeds up shading at slightly less accuracy

    Type: | boolean, default False

Inherited Properties

`bpy_struct.id_data` |

Inherited Functions

`bpy_struct.as_pointer` `bpy_struct.driver_add` `bpy_struct.driver_remove` `bpy_struct.get` `bpy_struct.is_property_hidden` `bpy_struct.is_property_readonly` `bpy_struct.is_property_set` `bpy_struct.items` | `bpy_struct.keyframe_delete` `bpy_struct.keyframe_insert` `bpy_struct.keys` `bpy_struct.path_from_id` `bpy_struct.path_resolve` `bpy_struct.property_unset` `bpy_struct.type_recast` `bpy_struct.values`

References

`Material.volume` |