Material(ID)

base classes — bpy_struct, ID

class bpy.types.Material(ID)

Material datablock to define 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

Diffuse color of the material

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

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’
diffuse_ramp_factor

Blending factor (also uses alpha in Colorband)

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

How the ramp maps on the surface

Type:enum in [‘SHADER’, ‘ENERGY’, ‘NORMAL’, ‘RESULT’], default ‘SHADER’
diffuse_shader
  • LAMBERT Lambert, Use a Lambertian shader.
  • OREN_NAYAR Oren-Nayar, Use an Oren-Nayar shader.
  • TOON Toon, Use a toon shader.
  • MINNAERT Minnaert, Use a Minnaert shader.
  • FRESNEL Fresnel, Use a Fresnel 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
game_settings

Game material settings

Type:MaterialGameSettings, (readonly, never None)
halo

Halo settings for the material

Type:MaterialHalo, (readonly, never None)
invert_z

Render 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

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

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

Index number for the IndexMA render pass

Type:int in [0, 32767], default 0
physics

Game physics settings

Type:MaterialPhysics, (readonly, never None)
preview_render_type

Type of preview render

  • FLAT Flat, Flat XY plane.
  • SPHERE Sphere, Sphere.
  • CUBE Cube, Cube.
  • MONKEY Monkey, Monkey.
  • HAIR Hair, Hair strands.
  • SPHERE_A World Sphere, Large sphere with sky.
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_only_type

How to draw shadows

  • SHADOW_ONLY_OLD Shadow and Distance, Old shadow only method.
  • SHADOW_ONLY Shadow Only, Improved shadow only method.
  • SHADOW_ONLY_SHADED Shadow and Shading, Improved shadow only method which also renders lightless areas as shadows.
Type:enum in [‘SHADOW_ONLY_OLD’, ‘SHADOW_ONLY’, ‘SHADOW_ONLY_SHADED’], default ‘SHADOW_ONLY_OLD’
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

How hard (sharp) the specular reflection is

Type:int in [1, 511], default 0
specular_intensity

How intense (bright) the specular reflection is

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

Specular index of refraction

Type:float in [1, 10], default 0.0
specular_ramp

Color ramp used to affect specular shading

Type:ColorRamp, (readonly)
specular_ramp_blend

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’
specular_ramp_factor

Blending factor (also uses alpha in Colorband)

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

How the ramp maps on the surface

Type:enum in [‘SHADER’, ‘ENERGY’, ‘NORMAL’, ‘RESULT’], default ‘SHADER’
specular_shader
  • COOKTORR CookTorr, Use a Cook-Torrance shader.
  • PHONG Phong, Use a Phong shader.
  • BLINN Blinn, Use a Blinn shader.
  • TOON Toon, Use a toon shader.
  • WARDISO WardIso, Use a Ward anisotropic 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 bpy_prop_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

  • MASK Mask, Mask the background.
  • Z_TRANSPARENCY Z Transparency, Use alpha buffer for transparent faces.
  • RAYTRACE Raytrace, Use raytracing for transparent refraction rendering.
Type:enum in [‘MASK’, ‘Z_TRANSPARENCY’, ‘RAYTRACE’], default ‘MASK’
type

Material type defining how the object is rendered

  • SURFACE Surface, Render object as a surface.
  • WIRE Wire, Render the edges of faces as wires (not supported in raytracing).
  • VOLUME Volume, Render object as a volume.
  • HALO Halo, Render object as halo particles.
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

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

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

Replace the object’s base color with color from UV map image textures

Type:boolean, default False
use_face_texture_alpha

Replace the object’s base alpha value with alpha from UV map 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_light_group_local

When linked in, material uses local light group with the same name

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

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

Type:boolean, default False
use_ray_shadow_bias

Prevent 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 raytracing calculations

Type:boolean, default False
use_shadeless

Make this material insensitive to light or shadow

Type:boolean, default False
use_shadows

Allow this material to receive shadows

Type:boolean, default False
use_sky

Render 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 cast through other objects

Type:boolean, default False
use_uv_project

Use to ensure UV interpolation is correct for camera projections (use with UV project modifier)

Type:boolean, default False
use_vertex_color_light

Add vertex colors as additional lighting

Type:boolean, default False
use_vertex_color_paint

Replace object base color with vertex colors (multiply 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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MaterialGameSettings(bpy_struct)