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
- 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’
- 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
- 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
ofImage
, (readonly)
- texture_paint_slots¶
Texture slots defining the mapping and influence of textures
- Type:
bpy_prop_collection
ofTexPaintSlot
, (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