Material(ID)¶
base classes — bpy_struct, ID
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class
bpy.types.Material(ID)¶ Material data-block 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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darkness¶ Minnaert darkness
Type: float in [0, 2], default 0.0
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depth_transp_factor¶ Amount of transparency depending on the depth
Type: float in [0.001, inf], 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¶ LAMBERTLambert, Use a Lambertian shader.OREN_NAYAROren-Nayar, Use an Oren-Nayar shader.TOONToon, Use a toon shader.MINNAERTMinnaert, Use a Minnaert shader.FRESNELFresnel, 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 “Material Index” render pass
Type: int in [0, 32767], default 0
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preview_render_type¶ Type of preview render
FLATFlat, Flat XY plane.SPHERESphere, Sphere.CUBECube, Cube.MONKEYMonkey, Monkey.HAIRHair, Hair strands.SPHERE_AWorld 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_OLDShadow and Distance, Old shadow only method.SHADOW_ONLYShadow Only, Improved shadow only method.SHADOW_ONLY_SHADEDShadow 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¶ COOKTORRCookTorr, Use a Cook-Torrance shader.PHONGPhong, Use a Phong shader.BLINNBlinn, Use a Blinn shader.TOONToon, Use a toon shader.WARDISOWardIso, 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_collectionofImage, (readonly)
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texture_paint_slots¶ Texture slots defining the mapping and influence of textures
Type: bpy_prop_collectionofTexPaintSlot, (readonly)
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texture_slots¶ Texture slots defining the mapping and influence of textures
Type: MaterialTextureSlotsbpy_prop_collectionofMaterialTextureSlot, (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
MASKMask, Mask the background.Z_TRANSPARENCYZ Transparency, Use alpha buffer for transparent faces.RAYTRACERaytrace, 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
SURFACESurface, Render object as a surface.WIREWire, Render the edges of faces as wires (not supported in raytracing).VOLUMEVolume, Render object as a volume.HALOHalo, 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_constant_lamp¶ Use constant values for lamps
Type: boolean, default False
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use_constant_material¶ Use constant values for material
Type: boolean, default False
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use_constant_mist¶ Use constant values for mist
Type: boolean, default False
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use_constant_texture¶ Use constant values for textures
Type: boolean, default False
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use_constant_texture_uv¶ Use constant values for textures uv transformation
Type: boolean, default False
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use_constant_world¶ Use constant values for world
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_depth_transparency¶ Render material as transparent depending on the depth
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_instancing¶ Use special vertex shader for instancing rendering in game engine
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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classmethod
bl_rna_get_subclass(id, default=None)¶ Parameters: id (string) – The RNA type identifier. Returns: The RNA type or default when not found. Return type: bpy.types.Structsubclass
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classmethod
bl_rna_get_subclass_py(id, default=None)¶ Parameters: id (string) – The RNA type identifier. Returns: The class or default when not found. Return type: type
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Inherited Properties
Inherited Functions
References