Material(ID)#

base classes — bpy_struct, ID

class bpy.types.Material(ID)#

Material data-block to define the appearance of geometric objects for rendering

alpha_threshold#

A pixel is rendered only if its alpha value is above this threshold

Type:

float in [0, 1], default 0.5

animation_data#

Animation data for this data-block

Type:

AnimData, (readonly)

blend_method#

Blend Mode for Transparent Faces (Deprecated: use ‘surface_render_method’)

  • OPAQUE Opaque – Render surface without transparency.

  • CLIP Alpha Clip – Use the alpha threshold to clip the visibility (binary visibility).

  • HASHED Alpha Hashed – Use noise to dither the binary visibility (works well with multi-samples).

  • BLEND Alpha Blend – Render polygon transparent, depending on alpha channel of the texture.

Type:

enum in [‘OPAQUE’, ‘CLIP’, ‘HASHED’, ‘BLEND’], default ‘OPAQUE’

cycles#

Cycles material settings

Type:

CyclesMaterialSettings, (readonly)

diffuse_color#

Diffuse color of the material

Type:

float array of 4 items in [0, inf], default (0.8, 0.8, 0.8, 1.0)

displacement_method#

Method to use for the displacement

  • BUMP Bump Only – Bump mapping to simulate the appearance of displacement.

  • DISPLACEMENT Displacement Only – Use true displacement of surface only, requires fine subdivision.

  • BOTH Displacement and Bump – Combination of true displacement and bump mapping for finer detail.

Type:

enum in [‘BUMP’, ‘DISPLACEMENT’, ‘BOTH’], default ‘BUMP’

grease_pencil#

Grease Pencil color settings for material

Type:

MaterialGPencilStyle, (readonly)

is_grease_pencil#

True if this material has Grease Pencil data

Type:

boolean, default False, (readonly)

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)

line_priority#

The line color of a higher priority is used at material boundaries

Type:

int in [0, 32767], default 0

lineart#

Line Art settings for material

Type:

MaterialLineArt, (readonly)

max_vertex_displacement#

The max distance a vertex can be displaced. Displacements over this threshold may cause visibility issues.

Type:

float in [0, inf], default 0.0

metallic#

Amount of mirror reflection for raytrace

Type:

float in [0, 1], default 0.0

node_tree#

Node tree for node based materials

Type:

NodeTree, (readonly)

paint_active_slot#

Index of active texture paint slot

Type:

int in [0, 32767], default 0

paint_clone_slot#

Index of clone texture paint slot

Type:

int in [0, 32767], default 0

pass_index#

Index number for the “Material Index” render pass

Type:

int in [0, 32767], default 0

preview_render_type#

Type of preview render

  • FLAT Flat – Flat XY plane.

  • SPHERE Sphere – Sphere.

  • CUBE Cube – Cube.

  • HAIR Hair – Hair strands.

  • SHADERBALL Shader Ball – Shader ball.

  • CLOTH Cloth – Cloth.

  • FLUID Fluid – Fluid.

Type:

enum in [‘FLAT’, ‘SPHERE’, ‘CUBE’, ‘HAIR’, ‘SHADERBALL’, ‘CLOTH’, ‘FLUID’], default ‘SPHERE’

refraction_depth#

Approximate the thickness of the object to compute two refraction events (0 is disabled) (Deprecated)

Type:

float in [0, inf], default 0.0

roughness#

Roughness of the material

Type:

float in [0, 1], default 0.4

show_transparent_back#

Render multiple transparent layers (may introduce transparency sorting problems) (Deprecated: use ‘use_tranparency_overlap’)

Type:

boolean, default False

specular_color#

Specular color of the material

Type:

mathutils.Color of 3 items in [0, inf], default (1.0, 1.0, 1.0)

specular_intensity#

How intense (bright) the specular reflection is

Type:

float in [0, 1], default 0.5

surface_render_method#

Controls the blending and the compatibility with certain features

  • DITHERED Dithered – Allows for grayscale hashed transparency, and compatible with render passes and raytracing. Also known as deferred rendering..

  • BLENDED Blended – Allows for colored transparency, but incompatible with render passes and raytracing. Also known as forward rendering..

Type:

enum in [‘DITHERED’, ‘BLENDED’], default ‘DITHERED’

texture_paint_images#

Texture images used for texture painting

Type:

bpy_prop_collection of Image, (readonly)

texture_paint_slots#

Texture slots defining the mapping and influence of textures

Type:

bpy_prop_collection of TexPaintSlot, (readonly)

thickness_mode#

Approximation used to model the light interactions inside the object

  • SPHERE Sphere – Approximate the object as a sphere whose diameter is equal to the thickness defined by the node tree.

  • SLAB Slab – Approximate the object as an infinite slab of thickness defined by the node tree.

Type:

enum in [‘SPHERE’, ‘SLAB’], default ‘SPHERE’

use_backface_culling#

Use back face culling to hide the back side of faces

Type:

boolean, default False

use_backface_culling_lightprobe_volume#

Consider material single sided for light probe volume capture. Additionally helps rejecting probes inside the object to avoid light leaks.

Type:

boolean, default False

use_backface_culling_shadow#

Use back face culling when casting shadows

Type:

boolean, default False

use_nodes#

Use shader nodes to render the material

Type:

boolean, default False

use_preview_world#

Use the current world background to light the preview render

Type:

boolean, default False

use_raytrace_refraction#

Use raytracing to determine transmitted color instead of using only light probes. This prevents the surface from contributing to the lighting of surfaces not using this setting.

Type:

boolean, default False

use_screen_refraction#

Use raytracing to determine transmitted color instead of using only light probes. This prevents the surface from contributing to the lighting of surfaces not using this setting. Deprecated: use ‘use_raytrace_refraction’.

Type:

boolean, default False

use_sss_translucency#

Add translucency effect to subsurface (Deprecated)

Type:

boolean, default False

use_thickness_from_shadow#

Use the shadow maps from shadow casting lights to refine the thickness defined by the material node tree

Type:

boolean, default False

use_transparency_overlap#

Render multiple transparent layers (may introduce transparency sorting problems)

Type:

boolean, default False

use_transparent_shadow#

Use transparent shadows for this material if it contains a Transparent BSDF, disabling will render faster but not give accurate shadows

Type:

boolean, default True

volume_intersection_method#

Determines which inner part of the mesh will produce volumetric effect

  • FAST Fast – Each face is considered as a medium interface. Gives correct results for manifold geometry that contains no inner parts..

  • ACCURATE Accurate – Faces are considered as medium interface only when they have different consecutive facing. Gives correct results as long as the max ray depth is not exceeded. Have significant memory overhead compared to the fast method..

Type:

enum in [‘FAST’, ‘ACCURATE’], default ‘FAST’

classmethod bl_rna_get_subclass(id, default=None)#
Parameters:

id (str) – The RNA type identifier.

Returns:

The RNA type or default when not found.

Return type:

bpy.types.Struct subclass

classmethod bl_rna_get_subclass_py(id, default=None)#
Parameters:

id (str) – The RNA type identifier.

Returns:

The class or default when not found.

Return type:

type

Inherited Properties#

Inherited Functions#

References#