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Material datablock to defined the appearance of geometric objects for rendering.
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MaterialHalo Halo particle effect settings for a Material datablock. |
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MaterialPhysics Physics settings for a Material datablock. |
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MaterialRaytraceMirror Raytraced reflection settings for a Material datablock. |
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MaterialRaytraceTransparency Raytraced refraction settings for a Material datablock. |
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MaterialStrand Strand settings for a Material datablock. |
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MaterialSubsurfaceScattering Diffuse subsurface scattering settings for a Material datablock. |
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MaterialVolume Volume rendering settings for a Material datablock. |
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AnimData |
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ID |
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Material |
active_node_material Active node material. |
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Texture |
active_texture Active texture slot being displayed. |
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int in [0, 17] |
active_texture_index Index of active texture slot. |
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float in [0, 1] |
alpha Alpha transparency of the material. |
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float in [0, 1] |
ambient Amount of global ambient color the material receives. |
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AnimData (readonly) |
animation_data Animation data for this datablock. |
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boolean |
cast_buffer_shadows Allow this material to cast shadows from shadow buffer lamps |
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boolean |
cast_shadows_only Makes objects with this material appear invisible, only casting shadows (not rendered). |
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boolean |
cubic Use cubic interpolation for diffuse values, for smoother transitions. |
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float in [0, 2] |
darkness Minnaert darkness. |
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float array of 3 items in [-inf, inf] |
diffuse_color Diffuse Color |
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float in [0, 5] |
diffuse_fresnel Power of Fresnel. |
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float in [0, 5] |
diffuse_fresnel_factor Blending factor of Frensel. |
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float in [0, 1] |
diffuse_intensity Amount of diffuse reflection. |
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ColorRamp (readonly) |
diffuse_ramp Color ramp used to affect diffuse shading. |
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enum |
diffuse_ramp_blend Diffuse Ramp Blend in... |
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float in [0, 1] |
diffuse_ramp_factor Blending factor (also uses alpha in Colorband). |
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enum |
diffuse_ramp_input Diffuse Ramp Input in... |
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enum |
diffuse_shader Diffuse Shader Model in... |
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float in [0, 3.14] |
diffuse_toon_size Size of diffuse toon area. |
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float in [0, 1] |
diffuse_toon_smooth Smoothness of diffuse toon area. |
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float in [0, inf] |
emit Amount of light to emit. |
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boolean |
exclude_mist Excludes this material from mist effects (in world settings) |
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boolean |
face_texture Replaces the object's base color with color from face assigned image textures |
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boolean |
face_texture_alpha Replaces the object's base alpha value with alpha from face assigned image textures |
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boolean |
fake_user Saves this datablock even if it has no users (Inherited from bpy.types.ID) |
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boolean |
full_oversampling Force this material to render full shading/textures for all anti-aliasing samples |
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MaterialHalo (readonly) |
halo Halo settings for the material. |
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boolean |
invert_z Renders material's faces with an inverted Z buffer (scanline only). |
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Library (readonly) |
library Library file the datablock is linked from. (Inherited from bpy.types.ID) |
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Group |
light_group Limit lighting to lamps in this Group. |
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boolean |
light_group_exclusive Material uses the light group exclusively - these lamps are excluded from other scene lighting. |
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float array of 3 items in [-inf, inf] |
mirror_color Mirror color of the material. |
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string |
name Unique datablock ID name. (Inherited from bpy.types.ID) |
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NodeTree (readonly) |
node_tree Node tree for node based materials. |
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boolean |
object_color Modulate the result with a per-object color. |
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boolean |
only_shadow Renders shadows as the material's alpha value, making materials transparent except for shadowed areas. |
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MaterialPhysics (readonly) |
physics Game physics settings. |
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boolean |
ray_shadow_bias Prevents raytraced shadow errors on surfaces with smooth shaded normals (terminator problem) |
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MaterialRaytraceMirror (readonly) |
raytrace_mirror Raytraced reflection settings for the material. |
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MaterialRaytraceTransparency (readonly) |
raytrace_transparency Raytraced reflection settings for the material. |
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boolean |
receive_transparent_shadows Allow this object to receive transparent shadows casted through other objects |
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float in [0, 3.14] |
roughness Oren-Nayar Roughness |
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boolean |
shadeless Makes this material insensitive to light or shadow. |
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float in [0, 10] |
shadow_buffer_bias Factor to multiply shadow buffer bias with (0 is ignore.) |
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float in [0.001, 1] |
shadow_casting_alpha Shadow casting alpha, in use for Irregular and Deep shadow buffer. |
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float in [0, 0.25] |
shadow_ray_bias Shadow raytracing bias to prevent terminator problems on shadow boundary. |
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boolean |
shadows Allows this material to receive shadows. |
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boolean |
sky Renders this material with zero alpha, with sky background in place (scanline only). |
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float in [0, 1] |
specular_alpha Alpha transparency for specular areas. |
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float array of 3 items in [-inf, inf] |
specular_color Specular color of the material. |
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int in [1, 511] |
specular_hardness Specular Hardness |
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float in [0, 1] |
specular_intensity Specular Intensity |
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float in [1, 10] |
specular_ior Specular IOR |
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ColorRamp (readonly) |
specular_ramp Color ramp used to affect specular shading. |
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enum |
specular_ramp_blend Diffuse Ramp Blend in... |
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float in [0, 1] |
specular_ramp_factor Blending factor (also uses alpha in Colorband). |
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enum |
specular_ramp_input Specular Ramp Input in... |
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enum |
specular_shader Specular Shader Model in... |
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float in [0, 0.4] |
specular_slope The standard deviation of surface slope. |
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float in [0, 1.53] |
specular_toon_size Size of specular toon area. |
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float in [0, 1] |
specular_toon_smooth Ssmoothness of specular toon area. |
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MaterialStrand (readonly) |
strand Strand settings for the material. |
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MaterialSubsurfaceScattering (readonly) |
subsurface_scattering Subsurface scattering settings for the material. |
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boolean |
tag Tools can use this to tag data, (initial state is undefined). (Inherited from bpy.types.ID) |
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boolean |
tangent_shading Use the material's tangent vector instead of the normal for shading - for anisotropic shading effects |
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Collection of MaterialTextureSlot (readonly) |
textures Texture slots defining the mapping and influence of textures. |
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boolean |
traceable Include this material and geometry that uses it in ray tracing calculations. |
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float in [0, 1] |
translucency Amount of diffuse shading on the back side. |
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boolean |
transparency Render material as transparent. |
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enum |
transparency_method Method to use for rendering transparency. |
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enum |
type Material type defining how the object is rendered. |
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boolean |
use_diffuse_ramp Toggle diffuse ramp operations. |
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boolean |
use_nodes Use shader nodes to render the material. |
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boolean |
use_specular_ramp Toggle specular ramp operations. |
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boolean array of 18 items |
use_textures Enable/Disable each texture. |
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int (readonly) in [0, 32767] |
users Number of times this datablock is referenced. (Inherited from bpy.types.ID) |
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boolean |
vertex_color_light Add vertex colors as additional lighting. |
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boolean |
vertex_color_paint Replaces object base color with vertex colors (multiplies with 'texture face' face assigned textures). |
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MaterialVolume (readonly) |
volume Volume settings for the material. |
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float in [-inf, inf] |
z_offset Gives faces an artificial offset in the Z buffer for Z transparency. |
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Add a texture to material's free texture slot.
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diffuse_ramp_blendDiffuse Ramp Blend in...
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diffuse_ramp_inputDiffuse Ramp Input in...
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diffuse_shaderDiffuse Shader Model in...
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specular_ramp_blendDiffuse Ramp Blend in...
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specular_ramp_inputSpecular Ramp Input in...
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specular_shaderSpecular Shader Model in...
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transparency_methodMethod to use for rendering transparency. in...
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typeMaterial type defining how the object is rendered. in...
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