base classes — bpy_struct, ID
Material datablock to define the appearance of geometric objects for rendering
Index of active texture slot
Type : | int in [0, 17], default 0 |
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Alpha transparency of the material
Type : | float in [0, 1], default 0.0 |
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Amount of global ambient color the material receives
Type : | float in [0, 1], default 0.0 |
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Cycles material settings
Type : | CyclesMaterialSettings, (readonly) |
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Minnaert darkness
Type : | float in [0, 2], default 0.0 |
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Diffuse color of the material
Type : | float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0) |
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Power of Fresnel
Type : | float in [0, 5], default 0.0 |
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Blending factor of Fresnel
Type : | float in [0, 5], default 0.0 |
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Amount of diffuse reflection
Type : | float in [0, 1], default 0.0 |
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Blending method of the ramp and the diffuse color
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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Blending factor (also uses alpha in Colorband)
Type : | float in [0, 1], default 0.0 |
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How the ramp maps on the surface
Type : | enum in [‘SHADER’, ‘ENERGY’, ‘NORMAL’, ‘RESULT’], default ‘SHADER’ |
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Type : | enum in [‘LAMBERT’, ‘OREN_NAYAR’, ‘TOON’, ‘MINNAERT’, ‘FRESNEL’], default ‘LAMBERT’ |
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Size of diffuse toon area
Type : | float in [0, 3.14], default 0.0 |
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Smoothness of diffuse toon area
Type : | float in [0, 1], default 0.0 |
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Amount of light to emit
Type : | float in [0, inf], default 0.0 |
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Game material settings
Type : | MaterialGameSettings, (readonly, never None) |
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Halo settings for the material
Type : | MaterialHalo, (readonly, never None) |
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Render material’s faces with an inverted Z buffer (scanline only)
Type : | boolean, default False |
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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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Give faces an artificial offset in the Z buffer for Z transparency
Type : | float in [-inf, inf], default 0.0 |
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Index number for the IndexMA render pass
Type : | int in [0, 32767], default 0 |
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Game physics settings
Type : | MaterialPhysics, (readonly, never None) |
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Type of preview render
Type : | enum in [‘FLAT’, ‘SPHERE’, ‘CUBE’, ‘MONKEY’, ‘HAIR’, ‘SPHERE_A’], default ‘FLAT’ |
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Raytraced reflection settings for the material
Type : | MaterialRaytraceMirror, (readonly, never None) |
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Raytraced transparency settings for the material
Type : | MaterialRaytraceTransparency, (readonly, never None) |
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Oren-Nayar Roughness
Type : | float in [0, 3.14], default 0.0 |
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Factor to multiply shadow buffer bias with (0 is ignore)
Type : | float in [0, 10], default 0.0 |
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Shadow casting alpha, in use for Irregular and Deep shadow buffer
Type : | float in [0.001, 1], default 0.0 |
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How to draw shadows
Type : | enum in [‘SHADOW_ONLY_OLD’, ‘SHADOW_ONLY’, ‘SHADOW_ONLY_SHADED’], default ‘SHADOW_ONLY_OLD’ |
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Shadow raytracing bias to prevent terminator problems on shadow boundary
Type : | float in [0, 0.25], default 0.0 |
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Alpha transparency for specular areas
Type : | float in [0, 1], default 0.0 |
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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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How hard (sharp) the specular reflection is
Type : | int in [1, 511], default 0 |
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How intense (bright) the specular reflection is
Type : | float in [0, 1], default 0.0 |
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Specular index of refraction
Type : | float in [1, 10], default 0.0 |
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Blending method of the ramp and the specular color
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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Blending factor (also uses alpha in Colorband)
Type : | float in [0, 1], default 0.0 |
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How the ramp maps on the surface
Type : | enum in [‘SHADER’, ‘ENERGY’, ‘NORMAL’, ‘RESULT’], default ‘SHADER’ |
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Type : | enum in [‘COOKTORR’, ‘PHONG’, ‘BLINN’, ‘TOON’, ‘WARDISO’], default ‘COOKTORR’ |
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The standard deviation of surface slope
Type : | float in [0, 0.4], default 0.0 |
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Size of specular toon area
Type : | float in [0, 1.53], default 0.0 |
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Smoothness of specular toon area
Type : | float in [0, 1], default 0.0 |
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Strand settings for the material
Type : | MaterialStrand, (readonly, never None) |
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Subsurface scattering settings for the material
Type : | MaterialSubsurfaceScattering, (readonly, never None) |
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Texture slots defining the mapping and influence of textures
Type : | MaterialTextureSlots bpy_prop_collection of MaterialTextureSlot, (readonly) |
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Amount of diffuse shading on the back side
Type : | float in [0, 1], default 0.0 |
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Method to use for rendering transparency
Type : | enum in [‘MASK’, ‘Z_TRANSPARENCY’, ‘RAYTRACE’], default ‘MASK’ |
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Material type defining how the object is rendered
Type : | enum in [‘SURFACE’, ‘WIRE’, ‘VOLUME’, ‘HALO’], default ‘SURFACE’ |
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Allow this material to cast shadows when using approximate ambient occlusion
Type : | boolean, default False |
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Allow this material to cast shadows from shadow buffer lamps
Type : | boolean, default False |
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Make objects with this material appear invisible (not rendered), only casting shadows
Type : | boolean, default False |
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Use cubic interpolation for diffuse values, for smoother transitions
Type : | boolean, default False |
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Toggle diffuse ramp operations
Type : | boolean, default False |
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Replace the object’s base color with color from UV map image textures
Type : | boolean, default False |
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Replace the object’s base alpha value with alpha from UV map image textures
Type : | boolean, default False |
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Force this material to render full shading/textures for all anti-aliasing samples
Type : | boolean, default False |
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Material uses the light group exclusively - these lamps are excluded from other scene lighting
Type : | boolean, default False |
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Use mist with this material (in world settings)
Type : | boolean, default False |
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Use shader nodes to render the material
Type : | boolean, default False |
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Modulate the result with a per-object color
Type : | boolean, default False |
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Render shadows as the material’s alpha value, making the material transparent except for shadowed areas
Type : | boolean, default False |
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Prevent raytraced shadow errors on surfaces with smooth shaded normals (terminator problem)
Type : | boolean, default False |
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Include this material and geometry that uses it in raytracing calculations
Type : | boolean, default False |
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Make this material insensitive to light or shadow
Type : | boolean, default False |
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Allow this material to receive shadows
Type : | boolean, default False |
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Render this material with zero alpha, with sky background in place (scanline only)
Type : | boolean, default False |
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Toggle specular ramp operations
Type : | boolean, default False |
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Use the material’s tangent vector instead of the normal for shading - for anisotropic shading effects
Type : | boolean, default False |
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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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Render material as transparent
Type : | boolean, default False |
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Allow this object to receive transparent shadows cast through other objects
Type : | boolean, default False |
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Add vertex colors as additional lighting
Type : | boolean, default False |
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Replace object base color with vertex colors (multiply with ‘texture face’ face assigned textures)
Type : | boolean, default False |
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Volume settings for the material
Type : | MaterialVolume, (readonly, never None) |
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Inherited Properties
Inherited Functions
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References