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"transparency (simulating absorption)",
min=0.0,
max=1.0,
default=0.0,
precision=3,
)
fresnel: FloatProperty(
name="Fresnel",
description="Power of Fresnel for transparency (Ray or ZTransp)",
min=0.0,
max=5.0,
soft_min=0.0,
soft_max=5.0,
default=0.0,
precision=3,
)
fresnel_factor: FloatProperty(
name="Blend",
description="Blending factor for Fresnel",
min=0.0,
max=5.0,
soft_min=0.0,
soft_max=5.0,
default=1.250,
precision=3,
)
gloss_factor: FloatProperty(
name="Amount",
description="The clarity of the refraction. "
"(values < 1.0 give diffuse, blurry refractions)",
min=0.0,
max=1.0,
soft_min=0.0,
soft_max=1.0,
default=1.0,
precision=3,
)
gloss_samples: IntProperty(
name="Samples",
description="frequency of the noise sample used for blurry refractions",
min=0,
max=1024,
default=18,
)
gloss_threshold: FloatProperty(
name="Threshold",
description="Threshold for adaptive sampling (if a sample "
"contributes less than this amount [as a percentage], "
"sampling is stopped)",
min=0.0,
max=1.0,
soft_min=0.0,
soft_max=1.0,
default=0.005,
precision=3,
)
ior: FloatProperty(
name="IOR",
description="Sets angular index of refraction for raytraced refraction",
min=-0.0,
max=10.0,
soft_min=0.25,
soft_max=4.0,
default=1.3,
)
class MaterialRaytraceMirror(PropertyGroup):
"""Declare reflection panel properties controllable in UI and translated to POV."""
bl_description = ("Raytraced reflection settings for the Material",)
use: BoolProperty(name="Mirror", description="Enable raytraced reflections", default=False)
depth: IntProperty(
name="Depth",
description="Maximum allowed number of light inter-reflections",
min=0,
max=32767,
default=2,
)
distance: FloatProperty(
name="Max Dist",
description="Maximum distance of reflected rays "
"(reflections further than this range "
"fade to sky color or material color)",
min=0.0,
max=100000.0,
soft_min=0.0,
soft_max=10000.0,
default=0.0,
precision=3,
)
fade_to: EnumProperty(
items=[
("FADE_TO_SKY", "Fade to sky", ""),
("FADE_TO_MATERIAL", "Fade to material color", ""),
],
name="Fade-out Color",
description="The color that rays with no intersection within the "
"Max Distance take (material color can be best for "
"indoor scenes, sky color for outdoor)",
default="FADE_TO_SKY",
)
fresnel: FloatProperty(
name="Fresnel",
description="Power of Fresnel for mirror reflection",
min=0.0,
max=5.0,
soft_min=0.0,
soft_max=5.0,
default=0.0,
precision=3,
)
fresnel_factor: FloatProperty(
name="Blend",
description="Blending factor for Fresnel",
min=0.0,
max=5.0,
soft_min=0.0,
soft_max=5.0,
default=1.250,
precision=3,
)
gloss_anisotropic: FloatProperty(
name="Anisotropic",
description="The shape of the reflection, from 0.0 (circular) "
"to 1.0 (fully stretched along the tangent",
min=0.0,
max=1.0,
soft_min=0.0,
soft_max=1.0,
default=1.0,
precision=3,
)
gloss_factor: FloatProperty(
name="Amount",
description="The shininess of the reflection "
"(values < 1.0 give diffuse, blurry reflections)",
min=0.0,
max=1.0,
soft_min=0.0,
soft_max=1.0,
default=1.0,
precision=3,
)
gloss_samples: IntProperty(
name="Noise",
description="Frequency of the noise pattern bumps averaged for blurry reflections",
min=0,
max=1024,
default=18,
)
gloss_threshold: FloatProperty(
name="Threshold",
description="Threshold for adaptive sampling (if a sample "
"contributes less than this amount [as a percentage], "
"sampling is stopped)",
min=0.0,
max=1.0,
soft_min=0.0,
soft_max=1.0,
default=0.005,
precision=3,
)
mirror_color: FloatVectorProperty(
name="Mirror color",
Maurice Raybaud
committed
description="Mirror color of the material",
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precision=4,
step=0.01,
default=(1.0, 1.0, 1.0),
options={"ANIMATABLE"},
subtype="COLOR",
)
reflect_factor: FloatProperty(
name="Reflectivity",
description="Amount of mirror reflection for raytrace",
min=0.0,
max=1.0,
soft_min=0.0,
soft_max=1.0,
default=1.0,
precision=3,
)
class MaterialSubsurfaceScattering(PropertyGroup):
r"""Declare SSS/SSTL properties controllable in UI and translated to POV."""
bl_description = ("Subsurface scattering settings for the material",)
use: BoolProperty(
name="Subsurface Scattering",
description="Enable diffuse subsurface scatting " "effects in a material",
default=False,
)
back: FloatProperty(
name="Back",
description="Back scattering weight",
min=0.0,
max=10.0,
soft_min=0.0,
soft_max=10.0,
default=1.0,
precision=3,
)
color: FloatVectorProperty(
name="Scattering color",
Maurice Raybaud
committed
description="Scattering color",
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precision=4,
step=0.01,
default=(0.604, 0.604, 0.604),
options={"ANIMATABLE"},
subtype="COLOR",
)
color_factor: FloatProperty(
name="Color",
description="Blend factor for SSS colors",
min=0.0,
max=1.0,
soft_min=0.0,
soft_max=1.0,
default=1.0,
precision=3,
)
error_threshold: FloatProperty(
name="Error",
description="Error tolerance (low values are slower and higher quality)",
default=0.050,
precision=3,
)
front: FloatProperty(
name="Front",
description="Front scattering weight",
min=0.0,
max=2.0,
soft_min=0.0,
soft_max=2.0,
default=1.0,
precision=3,
)
ior: FloatProperty(
name="IOR",
description="Index of refraction (higher values are denser)",
min=-0.0,
max=10.0,
soft_min=0.1,
soft_max=2.0,
default=1.3,
)
radius: FloatVectorProperty(
name="RGB Radius",
Maurice Raybaud
committed
description="Mean red/green/blue scattering path length",
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precision=4,
step=0.01,
min=0.001,
default=(1.0, 1.0, 1.0),
options={"ANIMATABLE"},
)
scale: FloatProperty(
name="Scale", description="Object scale factor", default=0.100, precision=3
)
texture_factor: FloatProperty(
name="Texture",
description="Texture scattering blend factor",
min=0.0,
max=1.0,
soft_min=0.0,
soft_max=1.0,
default=0.0,
precision=3,
)
class MaterialStrandSettings(PropertyGroup):
"""Declare strand properties controllable in UI and translated to POV."""
bl_description = ("Strand settings for the material",)
blend_distance: FloatProperty(
name="Distance",
description="Worldspace distance over which to blend in the surface normal",
min=0.0,
max=10.0,
soft_min=0.0,
soft_max=10.0,
default=0.0,
precision=3,
)
root_size: FloatProperty(
name="Root",
description="Start size of strands in pixels or Blender units",
min=0.25,
default=1.0,
precision=5,
)
shape: FloatProperty(
name="Shape",
description="Positive values make strands rounder, negative ones make strands spiky",
min=-0.9,
max=0.9,
default=0.0,
precision=3,
)
size_min: FloatProperty(
name="Minimum",
description="Minimum size of strands in pixels",
min=0.001,
max=10.0,
default=1.0,
precision=3,
)
tip_size: FloatProperty(
name="Tip",
description="End size of strands in pixels or Blender units",
min=0.0,
default=1.0,
precision=5,
)
use_blender_units: BoolProperty(
name="Blender Units",
description="Use Blender units for widths instead of pixels",
default=False,
)
use_surface_diffuse: BoolProperty(
name="Surface diffuse",
description="Make diffuse shading more similar to shading the surface",
default=False,
)
use_tangent_shading: BoolProperty(
name="Tangent Shading",
description="Use direction of strands as normal for tangent-shading",
default=True,
)
uv_layer: StringProperty(
name="UV Layer",
# icon="GROUP_UVS",
description="Name of UV map to override",
default="",
)
width_fade: FloatProperty(
name="Width Fade",
description="Transparency along the width of the strand",
min=0.0,
max=2.0,
default=0.0,
precision=3,
)
# halo
# Halo settings for the material
# Type: MaterialHalo, (readonly, never None)
# ambient
# Amount of global ambient color the material receives
# Type: float in [0, 1], default 0.0
# 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 [0, 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
# 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
# mirror_color
# Mirror color of the material
# Type: float array of 3 items in [0, 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
# 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
# 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_color
# Specular color of the material
# Type: float array of 3 items in [0, 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_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)
# 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
# Allow this material to cast shadows
# 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)
"""
(mat.type in {'SURFACE', 'WIRE', 'VOLUME'})
"use_transparency")
mat.use_transparency and mat.transparency_method == 'Z_TRANSPARENCY'
col.prop(mat, "use_raytrace")
col.prop(mat, "use_full_oversampling")
sub.prop(mat, "use_sky")
col.prop(mat, "use_cast_shadows", text="Cast")
col.prop(mat, "use_cast_shadows_only", text="Cast Only")
col.prop(mat, "use_cast_buffer_shadows")
sub.active = mat.use_cast_buffer_shadows
sub.prop(mat, "shadow_cast_alpha", text="Casting Alpha")
col.prop(mat, "use_cast_approximate")
col.prop(mat, "diffuse_color", text="")
sub.active = (not mat.use_shadeless)
sub.prop(mat, "diffuse_intensity", text="Intensity")
col.prop(mat, "diffuse_shader", text="")
col.prop(mat, "use_diffuse_ramp", text="Ramp")
if mat.diffuse_shader == 'OREN_NAYAR':
col.prop(mat, "roughness")
elif mat.diffuse_shader == 'MINNAERT':
col.prop(mat, "darkness")
elif mat.diffuse_shader == 'TOON':
row.prop(mat, "diffuse_toon_size", text="Size")
row.prop(mat, "diffuse_toon_smooth", text="Smooth")
elif mat.diffuse_shader == 'FRESNEL':
row.prop(mat, "diffuse_fresnel", text="Fresnel")
row.prop(mat, "diffuse_fresnel_factor", text="Factor")
if mat.use_diffuse_ramp:
col.template_color_ramp(mat, "diffuse_ramp", expand=True)
row.prop(mat, "diffuse_ramp_input", text="Input")
row.prop(mat, "diffuse_ramp_blend", text="Blend")
col.prop(mat, "diffuse_ramp_factor", text="Factor")
col.prop(mat, "specular_color", text="")
col.prop(mat, "specular_intensity", text="Intensity")
col.prop(mat, "specular_shader", text="")
col.prop(mat, "use_specular_ramp", text="Ramp")
if mat.specular_shader in {'COOKTORR', 'PHONG'}:
col.prop(mat, "specular_hardness", text="Hardness")
elif mat.specular_shader == 'BLINN':
row.prop(mat, "specular_hardness", text="Hardness")
row.prop(mat, "specular_ior", text="IOR")
elif mat.specular_shader == 'WARDISO':
col.prop(mat, "specular_slope", text="Slope")
elif mat.specular_shader == 'TOON':
row.prop(mat, "specular_toon_size", text="Size")
row.prop(mat, "specular_toon_smooth", text="Smooth")
if mat.use_specular_ramp:
layout.separator()
layout.template_color_ramp(mat, "specular_ramp", expand=True)
layout.separator()
row = layout.row()
row.prop(mat, "specular_ramp_input", text="Input")
row.prop(mat, "specular_ramp_blend", text="Blend")
layout.prop(mat, "specular_ramp_factor", text="Factor")
class MATERIAL_PT_shading(MaterialButtonsPanel, Panel):
bl_label = "Shading"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
if mat.type in {'SURFACE', 'WIRE'}:
split = layout.split()
col = split.column()
sub = col.column()
sub.active = not mat.use_shadeless
sub.prop(mat, "emit")
sub.prop(mat, "ambient")
sub = col.column()
sub.prop(mat, "translucency")
col = split.column()
col.prop(mat, "use_shadeless")
sub = col.column()
sub.active = not mat.use_shadeless
sub.prop(mat, "use_tangent_shading")
sub.prop(mat, "use_cubic")
class MATERIAL_PT_transp(MaterialButtonsPanel, Panel):
bl_label = "Transparency"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
mat = context.material
if simple_material(mat):
self.layout.prop(mat, "use_transparency", text="")
def draw(self, context):
layout = self.layout
base_mat = context.material
mat = active_node_mat(context.material)
rayt = mat.raytrace_transparency
if simple_material(base_mat):
row = layout.row()
row.active = mat.use_transparency
row.prop(mat, "transparency_method", expand=True)
split = layout.split()
split.active = base_mat.use_transparency