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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",
    
            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",
    
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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",
    
            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