Material(ID)¶
base classes — bpy_struct
, ID
-
class
bpy.types.
Material
(ID)¶ Material datablock to define the appearance of geometric objects for rendering
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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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cycles
¶ Cycles material settings
Type: CyclesMaterialSettings
, (readonly)
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darkness
¶ Minnaert darkness
Type: float in [0, 2], default 0.0
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diffuse_color
¶ Diffuse color of the material
Type: float array of 3 items in [0, 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_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’
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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
¶ How the ramp maps on the surface
Type: enum in [‘SHADER’, ‘ENERGY’, ‘NORMAL’, ‘RESULT’], default ‘SHADER’
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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’
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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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game_settings
¶ Game material settings
Type: MaterialGameSettings
, (readonly, never None)
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halo
¶ Halo settings for the material
Type: MaterialHalo
, (readonly, never None)
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invert_z
¶ Render material’s faces with an inverted Z buffer (scanline only)
Type: boolean, default False
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line_color
¶ Line color used for Freestyle line rendering
Type: float array of 4 items in [0, inf], default (0.0, 0.0, 0.0, 0.0)
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line_priority
¶ The line color of a higher priority is used at material boundaries
Type: int in [0, 32767], default 0
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mirror_color
¶ Mirror color of the material
Type: float array of 3 items in [0, inf], default (0.0, 0.0, 0.0)
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offset_z
¶ Give faces an artificial offset in the Z buffer for Z transparency
Type: float in [-inf, inf], default 0.0
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paint_active_slot
¶ Index of active texture paint slot
Type: int in [0, 32767], default 0
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paint_clone_slot
¶ Index of clone texture paint slot
Type: int in [0, 32767], default 0
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pass_index
¶ Index number for the IndexMA render pass
Type: int in [0, 32767], default 0
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physics
¶ Game physics settings
Type: MaterialPhysics
, (readonly, never None)
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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’
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raytrace_mirror
¶ Raytraced reflection settings for the material
Type: MaterialRaytraceMirror
, (readonly, never None)
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raytrace_transparency
¶ Raytraced transparency settings for the material
Type: MaterialRaytraceTransparency
, (readonly, never None)
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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_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’
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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 [0, inf], default (0.0, 0.0, 0.0)
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specular_hardness
¶ How hard (sharp) the specular reflection is
Type: int in [1, 511], default 0
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specular_intensity
¶ How intense (bright) the specular reflection is
Type: float in [0, 1], default 0.0
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specular_ior
¶ Specular index of refraction
Type: float in [1, 10], default 0.0
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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’
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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
¶ How the ramp maps on the surface
Type: enum in [‘SHADER’, ‘ENERGY’, ‘NORMAL’, ‘RESULT’], default ‘SHADER’
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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’
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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
Type: MaterialStrand
, (readonly, never None)
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subsurface_scattering
¶ Subsurface scattering settings for the material
Type: MaterialSubsurfaceScattering
, (readonly, never None)
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texture_paint_images
¶ Texture images used for texture painting
Type: bpy_prop_collection
ofImage
, (readonly)
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texture_paint_slots
¶ Texture slots defining the mapping and influence of textures
Type: bpy_prop_collection
ofTexPaintSlot
, (readonly)
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texture_slots
¶ Texture slots defining the mapping and influence of textures
Type: MaterialTextureSlots
bpy_prop_collection
ofMaterialTextureSlot
, (readonly)
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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
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’
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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’
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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
¶ Allow this material to cast shadows
Type: boolean, default False
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use_cast_shadows_only
¶ Make objects with this material appear invisible (not rendered), only casting shadows
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
¶ Replace the object’s base color with color from UV map image textures
Type: boolean, default False
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use_face_texture_alpha
¶ Replace the object’s base alpha value with alpha from UV map 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_light_group_local
¶ When linked in, material uses local light group with the same name
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
¶ Render shadows as the material’s alpha value, making the material transparent except for shadowed areas
Type: boolean, default False
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use_ray_shadow_bias
¶ Prevent 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 raytracing calculations
Type: boolean, default False
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use_shadeless
¶ Make this material insensitive to light or shadow
Type: boolean, default False
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use_shadows
¶ Allow this material to receive shadows
Type: boolean, default False
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use_sky
¶ Render 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 cast through other objects
Type: boolean, default False
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use_uv_project
¶ Use to ensure UV interpolation is correct for camera projections (use with UV project modifier)
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
¶ Replace object base color with vertex colors (multiply with ‘texture face’ face assigned textures)
Type: boolean, default False
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volume
¶ Volume settings for the material
Type: MaterialVolume
, (readonly, never None)
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Inherited Properties
Inherited Functions
References