Material(ID)

base classes — bpy_struct, ID

class bpy.types.Material(ID)

Material datablock to defined the appearance of geometric objects for rendering

active_node_material

Active node material

Type :Material
active_texture

Active texture slot being displayed

Type :Texture
active_texture_index

Index of active texture slot

Type :int in [0, 17], default 0
alpha

Alpha transparency of the material

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

Amount of global ambient color the material receives

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

Animation data for this datablock

Type :AnimData, (readonly)
darkness

Minnaert darkness

Type :float in [0, 2], default 0.0
diffuse_color
Type :float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
diffuse_fresnel

Power of Fresnel

Type :float in [0, 5], default 0.0
diffuse_fresnel_factor

Blending factor of Fresnel

Type :float in [0, 5], default 0.0
diffuse_intensity

Amount of diffuse reflection

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

Color ramp used to affect diffuse shading

Type :ColorRamp, (readonly)
diffuse_ramp_blend
Type :enum in [‘MIX’, ‘ADD’, ‘MULTIPLY’, ‘SUBTRACT’, ‘SCREEN’, ‘DIVIDE’, ‘DIFFERENCE’, ‘DARKEN’, ‘LIGHTEN’, ‘OVERLAY’, ‘DODGE’, ‘BURN’, ‘HUE’, ‘SATURATION’, ‘VALUE’, ‘COLOR’, ‘SOFT LIGHT’, ‘LINEAR LIGHT’], default ‘MIX’
diffuse_ramp_factor

Blending factor (also uses alpha in Colorband)

Type :float in [0, 1], default 0.0
diffuse_ramp_input
Type :enum in [‘SHADER’, ‘ENERGY’, ‘NORMAL’, ‘RESULT’], default ‘SHADER’
diffuse_shader
Type :enum in [‘LAMBERT’, ‘OREN_NAYAR’, ‘TOON’, ‘MINNAERT’, ‘FRESNEL’], default ‘LAMBERT’
diffuse_toon_size

Size of diffuse toon area

Type :float in [0, 3.14], default 0.0
diffuse_toon_smooth

Smoothness of diffuse toon area

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

Amount of light to emit

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

Halo settings for the material

Type :MaterialHalo, (readonly, never None)
invert_z

Renders material’s faces with an inverted Z buffer (scanline only)

Type :boolean, default False
light_group

Limit lighting to lamps in this Group

Type :Group
mirror_color

Mirror color of the material

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

Node tree for node based materials

Type :NodeTree, (readonly)
offset_z

Gives faces an artificial offset in the Z buffer for Z transparency

Type :float in [-inf, inf], default 0.0
physics

Game physics settings

Type :MaterialPhysics, (readonly, never None)
preview_render_type

Type of preview render

Type :enum in [‘FLAT’, ‘SPHERE’, ‘CUBE’, ‘MONKEY’, ‘HAIR’, ‘SPHERE_A’], default ‘FLAT’
raytrace_mirror

Raytraced reflection settings for the material

Type :MaterialRaytraceMirror, (readonly, never None)
raytrace_transparency

Raytraced transparency settings for the material

Type :MaterialRaytraceTransparency, (readonly, never None)
roughness

Oren-Nayar Roughness

Type :float in [0, 3.14], default 0.0
shadow_buffer_bias

Factor to multiply shadow buffer bias with (0 is ignore.)

Type :float in [0, 10], default 0.0
shadow_cast_alpha

Shadow casting alpha, in use for Irregular and Deep shadow buffer

Type :float in [0.001, 1], default 0.0
shadow_ray_bias

Shadow raytracing bias to prevent terminator problems on shadow boundary

Type :float in [0, 0.25], default 0.0
specular_alpha

Alpha transparency for specular areas

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

Specular color of the material

Type :float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
specular_hardness
Type :int in [1, 511], default 0
specular_intensity
Type :float in [0, 1], default 0.0
specular_ior
Type :float in [1, 10], default 0.0
specular_ramp

Color ramp used to affect specular shading

Type :ColorRamp, (readonly)
specular_ramp_blend
Type :enum in [‘MIX’, ‘ADD’, ‘MULTIPLY’, ‘SUBTRACT’, ‘SCREEN’, ‘DIVIDE’, ‘DIFFERENCE’, ‘DARKEN’, ‘LIGHTEN’, ‘OVERLAY’, ‘DODGE’, ‘BURN’, ‘HUE’, ‘SATURATION’, ‘VALUE’, ‘COLOR’, ‘SOFT LIGHT’, ‘LINEAR LIGHT’], default ‘MIX’
specular_ramp_factor

Blending factor (also uses alpha in Colorband)

Type :float in [0, 1], default 0.0
specular_ramp_input
Type :enum in [‘SHADER’, ‘ENERGY’, ‘NORMAL’, ‘RESULT’], default ‘SHADER’
specular_shader
Type :enum in [‘COOKTORR’, ‘PHONG’, ‘BLINN’, ‘TOON’, ‘WARDISO’], default ‘COOKTORR’
specular_slope

The standard deviation of surface slope

Type :float in [0, 0.4], default 0.0
specular_toon_size

Size of specular toon area

Type :float in [0, 1.53], default 0.0
specular_toon_smooth

Smoothness of specular toon area

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

Strand settings for the material

Type :MaterialStrand, (readonly, never None)
subsurface_scattering

Subsurface scattering settings for the material

Type :MaterialSubsurfaceScattering, (readonly, never None)
texture_slots

Texture slots defining the mapping and influence of textures

Type :MaterialTextureSlots collection of MaterialTextureSlot, (readonly)
translucency

Amount of diffuse shading on the back side

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

Method to use for rendering transparency

Type :enum in [‘Z_TRANSPARENCY’, ‘RAYTRACE’], default ‘Z_TRANSPARENCY’
type

Material type defining how the object is rendered

Type :enum in [‘SURFACE’, ‘WIRE’, ‘VOLUME’, ‘HALO’], default ‘SURFACE’
use_cast_approximate

Allow this material to cast shadows when using approximate ambient occlusion.

Type :boolean, default False
use_cast_buffer_shadows

Allow this material to cast shadows from shadow buffer lamps

Type :boolean, default False
use_cast_shadows_only

Makes objects with this material appear invisible, only casting shadows (not rendered)

Type :boolean, default False
use_cubic

Use cubic interpolation for diffuse values, for smoother transitions

Type :boolean, default False
use_diffuse_ramp

Toggle diffuse ramp operations

Type :boolean, default False
use_face_texture

Replaces the object’s base color with color from face assigned image textures

Type :boolean, default False
use_face_texture_alpha

Replaces the object’s base alpha value with alpha from face assigned image textures

Type :boolean, default False
use_full_oversampling

Force this material to render full shading/textures for all anti-aliasing samples

Type :boolean, default False
use_light_group_exclusive

Material uses the light group exclusively - these lamps are excluded from other scene lighting

Type :boolean, default False
use_mist

Use mist with this material (in world settings)

Type :boolean, default False
use_nodes

Use shader nodes to render the material

Type :boolean, default False
use_object_color

Modulate the result with a per-object color

Type :boolean, default False
use_only_shadow

Renders shadows as the material’s alpha value, making materials transparent except for shadowed areas

Type :boolean, default False
use_ray_shadow_bias

Prevents raytraced shadow errors on surfaces with smooth shaded normals (terminator problem)

Type :boolean, default False
use_raytrace

Include this material and geometry that uses it in ray tracing calculations

Type :boolean, default False
use_shadeless

Makes this material insensitive to light or shadow

Type :boolean, default False
use_shadows

Allows this material to receive shadows

Type :boolean, default False
use_sky

Renders this material with zero alpha, with sky background in place (scanline only)

Type :boolean, default False
use_specular_ramp

Toggle specular ramp operations

Type :boolean, default False
use_tangent_shading

Use the material’s tangent vector instead of the normal for shading - for anisotropic shading effects

Type :boolean, default False
use_textures

Enable/Disable each texture

Type :boolean array of 18 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)
use_transparency

Render material as transparent

Type :boolean, default False
use_transparent_shadows

Allow this object to receive transparent shadows casted through other objects

Type :boolean, default False
use_vertex_color_light

Add vertex colors as additional lighting

Type :boolean, default False
use_vertex_color_paint

Replaces object base color with vertex colors (multiplies with ‘texture face’ face assigned textures)

Type :boolean, default False
volume

Volume settings for the material

Type :MaterialVolume, (readonly, never None)

Inherited Properties

Inherited Functions

References

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MaterialHalo(bpy_struct)