Material(ID)
base classes — bpy_struct, ID
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class bpy.types.Material(ID)
Material datablock to defined the appearance of geometric objects for rendering
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active_node_material
Active node material
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active_texture
Active texture slot being displayed
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active_texture_index
Index of active texture slot
Type : | int in [0, 17], default 0 |
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alpha
Alpha transparency of the material
Type : | float in [0, 1], default 0.0 |
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ambient
Amount of global ambient color the material receives
Type : | float in [0, 1], default 0.0 |
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animation_data
Animation data for this datablock
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darkness
Minnaert darkness
Type : | float in [0, 2], default 0.0 |
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diffuse_color
Type : | float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0) |
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diffuse_fresnel
Power of Fresnel
Type : | float in [0, 5], default 0.0 |
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diffuse_fresnel_factor
Blending factor of Fresnel
Type : | float in [0, 5], default 0.0 |
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diffuse_intensity
Amount of diffuse reflection
Type : | float in [0, 1], default 0.0 |
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diffuse_ramp
Color ramp used to affect diffuse shading
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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’ |
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diffuse_ramp_factor
Blending factor (also uses alpha in Colorband)
Type : | float in [0, 1], default 0.0 |
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diffuse_ramp_input
Type : | enum in [‘SHADER’, ‘ENERGY’, ‘NORMAL’, ‘RESULT’], default ‘SHADER’ |
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diffuse_shader
Type : | enum in [‘LAMBERT’, ‘OREN_NAYAR’, ‘TOON’, ‘MINNAERT’, ‘FRESNEL’], default ‘LAMBERT’ |
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diffuse_toon_size
Size of diffuse toon area
Type : | float in [0, 3.14], default 0.0 |
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diffuse_toon_smooth
Smoothness of diffuse toon area
Type : | float in [0, 1], default 0.0 |
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emit
Amount of light to emit
Type : | float in [0, inf], default 0.0 |
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halo
Halo settings for the material
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invert_z
Renders material’s faces with an inverted Z buffer (scanline only)
Type : | boolean, default False |
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light_group
Limit lighting to lamps in this Group
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mirror_color
Mirror color of the material
Type : | float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0) |
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node_tree
Node tree for node based materials
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offset_z
Gives faces an artificial offset in the Z buffer for Z transparency
Type : | float in [-inf, inf], default 0.0 |
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physics
Game physics settings
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preview_render_type
Type of preview render
Type : | enum in [‘FLAT’, ‘SPHERE’, ‘CUBE’, ‘MONKEY’, ‘HAIR’, ‘SPHERE_A’], default ‘FLAT’ |
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raytrace_mirror
Raytraced reflection settings for the material
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raytrace_transparency
Raytraced transparency settings for the material
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roughness
Oren-Nayar Roughness
Type : | float in [0, 3.14], default 0.0 |
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shadow_buffer_bias
Factor to multiply shadow buffer bias with (0 is ignore.)
Type : | float in [0, 10], default 0.0 |
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shadow_cast_alpha
Shadow casting alpha, in use for Irregular and Deep shadow buffer
Type : | float in [0.001, 1], default 0.0 |
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shadow_ray_bias
Shadow raytracing bias to prevent terminator problems on shadow boundary
Type : | float in [0, 0.25], default 0.0 |
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specular_alpha
Alpha transparency for specular areas
Type : | float in [0, 1], default 0.0 |
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specular_color
Specular color of the material
Type : | float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0) |
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specular_hardness
Type : | int in [1, 511], default 0 |
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specular_intensity
Type : | float in [0, 1], default 0.0 |
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specular_ior
Type : | float in [1, 10], default 0.0 |
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specular_ramp
Color ramp used to affect specular shading
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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’ |
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specular_ramp_factor
Blending factor (also uses alpha in Colorband)
Type : | float in [0, 1], default 0.0 |
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specular_ramp_input
Type : | enum in [‘SHADER’, ‘ENERGY’, ‘NORMAL’, ‘RESULT’], default ‘SHADER’ |
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specular_shader
Type : | enum in [‘COOKTORR’, ‘PHONG’, ‘BLINN’, ‘TOON’, ‘WARDISO’], default ‘COOKTORR’ |
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specular_slope
The standard deviation of surface slope
Type : | float in [0, 0.4], default 0.0 |
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specular_toon_size
Size of specular toon area
Type : | float in [0, 1.53], default 0.0 |
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specular_toon_smooth
Smoothness of specular toon area
Type : | float in [0, 1], default 0.0 |
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strand
Strand settings for the material
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subsurface_scattering
Subsurface scattering settings for the material
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texture_slots
Texture slots defining the mapping and influence of textures
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translucency
Amount of diffuse shading on the back side
Type : | float in [0, 1], default 0.0 |
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transparency_method
Method to use for rendering transparency
Type : | enum in [‘Z_TRANSPARENCY’, ‘RAYTRACE’], default ‘Z_TRANSPARENCY’ |
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type
Material type defining how the object is rendered
Type : | enum in [‘SURFACE’, ‘WIRE’, ‘VOLUME’, ‘HALO’], default ‘SURFACE’ |
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use_cast_approximate
Allow this material to cast shadows when using approximate ambient occlusion.
Type : | boolean, default False |
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use_cast_buffer_shadows
Allow this material to cast shadows from shadow buffer lamps
Type : | boolean, default False |
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use_cast_shadows_only
Makes objects with this material appear invisible, only casting shadows (not rendered)
Type : | boolean, default False |
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use_cubic
Use cubic interpolation for diffuse values, for smoother transitions
Type : | boolean, default False |
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use_diffuse_ramp
Toggle diffuse ramp operations
Type : | boolean, default False |
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use_face_texture
Replaces the object’s base color with color from face assigned image textures
Type : | boolean, default False |
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use_face_texture_alpha
Replaces the object’s base alpha value with alpha from face assigned image textures
Type : | boolean, default False |
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use_full_oversampling
Force this material to render full shading/textures for all anti-aliasing samples
Type : | boolean, default False |
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use_light_group_exclusive
Material uses the light group exclusively - these lamps are excluded from other scene lighting
Type : | boolean, default False |
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use_mist
Use mist with this material (in world settings)
Type : | boolean, default False |
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use_nodes
Use shader nodes to render the material
Type : | boolean, default False |
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use_object_color
Modulate the result with a per-object color
Type : | boolean, default False |
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use_only_shadow
Renders shadows as the material’s alpha value, making materials transparent except for shadowed areas
Type : | boolean, default False |
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use_ray_shadow_bias
Prevents raytraced shadow errors on surfaces with smooth shaded normals (terminator problem)
Type : | boolean, default False |
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use_raytrace
Include this material and geometry that uses it in ray tracing calculations
Type : | boolean, default False |
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use_shadeless
Makes this material insensitive to light or shadow
Type : | boolean, default False |
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use_shadows
Allows this material to receive shadows
Type : | boolean, default False |
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use_sky
Renders this material with zero alpha, with sky background in place (scanline only)
Type : | boolean, default False |
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use_specular_ramp
Toggle specular ramp operations
Type : | boolean, default False |
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use_tangent_shading
Use the material’s tangent vector instead of the normal for shading - for anisotropic shading effects
Type : | boolean, default False |
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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) |
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use_transparency
Render material as transparent
Type : | boolean, default False |
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use_transparent_shadows
Allow this object to receive transparent shadows casted through other objects
Type : | boolean, default False |
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use_vertex_color_light
Add vertex colors as additional lighting
Type : | boolean, default False |
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use_vertex_color_paint
Replaces object base color with vertex colors (multiplies with ‘texture face’ face assigned textures)
Type : | boolean, default False |
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volume
Volume settings for the material
Inherited Properties
Inherited Functions
References