# panda3d.core.Material¶

from panda3d.core import Material

class Material

Defines the way an object appears in the presence of lighting. A material is only necessary if lighting is to be enabled; otherwise, the material isn’t used.

There are two workflows that are supported: the “classic” workflow of providing separate ambient, diffuse and specular colors, and the “metalness” workflow, in which a base color is specified along with a “metallic” value that indicates whether the material is a metal or a dielectric.

The size of the specular highlight can be specified by either specifying the specular exponent (shininess) or by specifying a roughness value that in perceptually linear in the range of 0-1.

Inheritance diagram

__init__(copy: Material) → None
__init__(name: str) → None
assign(copy: Material) → Material
Return type

Material

static getDefault() → Material

Returns the default material.

Return type

Material

hasBaseColor() → bool

Returns true if the base color has been explicitly set for this material, false otherwise.

getBaseColor() → LColor

Returns the base_color color setting, if it has been set. If neither the base color nor the metallic have been set, this returns the diffuse color.

Return type

LColor

setBaseColor(color: LColor) → None

Specifies the base color of the material. In conjunction with set_metallic, this is an alternate way to specify the color of a material. For dielectrics, this will determine the value of the diffuse color, and for metals, this will determine the value of the specular color.

Setting this will clear an explicit specular, diffuse or ambient color assignment.

If this is not set, the object color will be used.

clearBaseColor() → None

Removes the explicit base_color color from the material.

hasAmbient() → bool

Returns true if the ambient color has been explicitly set for this material, false otherwise.

getAmbient() → LColor

Returns the ambient color setting, if it has been set. Returns (0,0,0,0) if the ambient color has not been set.

Return type

LColor

setAmbient(color: LColor) → None

Specifies the ambient color setting of the material. This will be the multiplied by any ambient lights in effect on the material to set its base color.

This is the color of the object as it appears in the absence of direct light.

If this is not set, the object color will be used.

clearAmbient() → None

Removes the explicit ambient color from the material.

hasDiffuse() → bool

Returns true if the diffuse color has been explicitly set for this material, false otherwise.

getDiffuse() → LColor

Returns the diffuse color setting, if it has been set. Returns (1,1,1,1) if the diffuse color has not been set.

Return type

LColor

setDiffuse(color: LColor) → None

Specifies the diffuse color setting of the material. This will be multiplied by any lights in effect on the material to get the color in the parts of the object illuminated by the lights.

This is the primary color of an object; the color of the object as it appears in direct light, in the absence of highlights.

If this is not set, the object color will be used.

clearDiffuse() → None

Removes the explicit diffuse color from the material.

hasSpecular() → bool

Returns true if the specular color has been explicitly set for this material, false otherwise.

getSpecular() → LColor

Returns the specular color setting, if it has been set. Returns (0,0,0,0) if the specular color has not been set.

Return type

LColor

setSpecular(color: LColor) → None

Specifies the specular color setting of the material. This will be multiplied by any lights in effect on the material to compute the color of specular highlights on the object.

This is the highlight color of an object: the color of small highlight reflections.

If this is not set, the specular color is taken from the index of refraction, which is 1 by default (meaning no specular reflections are generated).

clearSpecular() → None

Removes the explicit specular color from the material.

hasEmission() → bool

Returns true if the emission color has been explicitly set for this material, false otherwise.

getEmission() → LColor

Returns the emission color setting, if it has been set. Returns (0,0,0,0) if the emission color has not been set.

Return type

LColor

setEmission(color: LColor) → None

Specifies the emission color setting of the material. This is the color of the object as it appears in the absence of any light whatsover, including ambient light. It is as if the object is glowing by this color (although of course it will not illuminate neighboring objects).

If this is not set, the object will not glow by its own light and will only appear visible in the presence of one or more lights.

clearEmission() → None

Removes the explicit emission color from the material.

getShininess() → float

Returns the shininess exponent of the material.

setShininess(shininess: float) → None

Sets the shininess exponent of the material. This controls the size of the specular highlight spot. In general, larger number produce a smaller specular highlight, which makes the object appear shinier. Smaller numbers produce a larger highlight, which makes the object appear less shiny.

This is usually in the range 0..128.

Setting a shininess value removes any previous roughness assignment.

hasRoughness() → bool

Returns true if the roughness has been explicitly set for this material, false otherwise.

getRoughness() → float

Returns the roughness previously specified by set_roughness. If none was previously set, this value is computed from the shininess value.

setRoughness(roughness: float) → None

Sets the roughness exponent of the material, where 0 is completely shiny (infinite shininess), and 1 is a completely dull object (0 shininess). This is a different, more perceptually intuitive way of controlling the size of the specular spot, and more commonly used in physically-based rendering.

Setting a roughness recalculates the shininess value.

hasMetallic() → bool

Returns true if the metallic has been explicitly set for this material, false otherwise.

getMetallic() → float

Returns the metallic setting, if it has been set. Returns 0 if it has not been set.

setMetallic(metallic: float) → None

Sets the metallic setting of the material, which is is used for physically- based rendering models. This is usually 0 for dielectric materials and 1 for metals. It really does not make sense to set this to a value other than 0 or 1, but it is nonetheless a float for compatibility with tools that allow setting this to values other than 0 or 1.

clearMetallic() → None

Removes the explicit metallic setting from the material.

hasRefractiveIndex() → bool

Returns true if a refractive index has explicitly been specified for this material.

getRefractiveIndex() → float

Returns the index of refraction, or 1 if none has been set for this material.

setRefractiveIndex(refractive_index: float) → None

Sets the index of refraction of the material, which is used to determine the specular color in absence of an explicit specular color assignment. This is usually 1.5 for dielectric materials. It is not very useful for metals, since they cannot be described as easily with a single number.

Should be 1 or higher. The default is 1.

getLocal() → bool

Returns the local viewer flag. Set setLocal().

setLocal(local: bool) → None

Sets the local viewer flag. Set this true to enable camera-relative specular highlights, or false to use orthogonal specular highlights. The default value is true. Applications that use orthogonal projection should specify false.

getTwoside() → bool

Returns the state of the two-sided lighting flag. See setTwoside().

setTwoside(twoside: bool) → None

Set this true to enable two-sided lighting. When two-sided lighting is on, both sides of a polygon will be lit by this material. The default is for two-sided lighting to be off, in which case only the front surface is lit.

compareTo(other: Material) → int

Returns a number less than zero if this material sorts before the other one, greater than zero if it sorts after, or zero if they are equivalent. The sorting order is arbitrary and largely meaningless, except to differentiate different materials.

output(out: ostream) → None
write(out: ostream, indent: int) → None
isAttribLocked() → bool

Deprecated: This no longer has any meaning in 1.10.

setAttribLock() → None

Deprecated: This no longer has any meaning in 1.10.

static getClassType() → TypeHandle
Return type

TypeHandle

property base_color
Getter

Returns the base_color color setting, if it has been set. If neither the base color nor the metallic have been set, this returns the diffuse color.

Setter

Specifies the base color of the material. In conjunction with set_metallic, this is an alternate way to specify the color of a material. For dielectrics, this will determine the value of the diffuse color, and for metals, this will determine the value of the specular color.

Setting this will clear an explicit specular, diffuse or ambient color assignment.

If this is not set, the object color will be used.

Return type

LColor

property ambient
Getter

Returns the ambient color setting, if it has been set. Returns (0,0,0,0) if the ambient color has not been set.

Setter

Specifies the ambient color setting of the material. This will be the multiplied by any ambient lights in effect on the material to set its base color.

This is the color of the object as it appears in the absence of direct light.

If this is not set, the object color will be used.

Return type

LColor

property diffuse
Getter

Returns the diffuse color setting, if it has been set. Returns (1,1,1,1) if the diffuse color has not been set.

Setter

Specifies the diffuse color setting of the material. This will be multiplied by any lights in effect on the material to get the color in the parts of the object illuminated by the lights.

This is the primary color of an object; the color of the object as it appears in direct light, in the absence of highlights.

If this is not set, the object color will be used.

Return type

LColor

property specular
Getter

Returns the specular color setting, if it has been set. Returns (0,0,0,0) if the specular color has not been set.

Setter

Specifies the specular color setting of the material. This will be multiplied by any lights in effect on the material to compute the color of specular highlights on the object.

This is the highlight color of an object: the color of small highlight reflections.

If this is not set, the specular color is taken from the index of refraction, which is 1 by default (meaning no specular reflections are generated).

Return type

LColor

property emission
Getter

Returns the emission color setting, if it has been set. Returns (0,0,0,0) if the emission color has not been set.

Setter

Specifies the emission color setting of the material. This is the color of the object as it appears in the absence of any light whatsover, including ambient light. It is as if the object is glowing by this color (although of course it will not illuminate neighboring objects).

If this is not set, the object will not glow by its own light and will only appear visible in the presence of one or more lights.

Return type

LColor

property shininess
Getter

Returns the shininess exponent of the material.

Setter

Sets the shininess exponent of the material. This controls the size of the specular highlight spot. In general, larger number produce a smaller specular highlight, which makes the object appear shinier. Smaller numbers produce a larger highlight, which makes the object appear less shiny.

This is usually in the range 0..128.

Setting a shininess value removes any previous roughness assignment.

Return type

float

property roughness
Getter

Returns the roughness previously specified by set_roughness. If none was previously set, this value is computed from the shininess value.

Setter

Sets the roughness exponent of the material, where 0 is completely shiny (infinite shininess), and 1 is a completely dull object (0 shininess). This is a different, more perceptually intuitive way of controlling the size of the specular spot, and more commonly used in physically-based rendering.

Setting a roughness recalculates the shininess value.

Return type

float

property metallic
Getter

Returns the metallic setting, if it has been set. Returns 0 if it has not been set.

Setter

Sets the metallic setting of the material, which is is used for physically- based rendering models. This is usually 0 for dielectric materials and 1 for metals. It really does not make sense to set this to a value other than 0 or 1, but it is nonetheless a float for compatibility with tools that allow setting this to values other than 0 or 1.

Return type

float

property refractive_index
Getter

Returns the index of refraction, or 1 if none has been set for this material.

Setter

Sets the index of refraction of the material, which is used to determine the specular color in absence of an explicit specular color assignment. This is usually 1.5 for dielectric materials. It is not very useful for metals, since they cannot be described as easily with a single number.

Should be 1 or higher. The default is 1.

Return type

float

property local
Getter

Returns the local viewer flag. Set setLocal().

Setter

Sets the local viewer flag. Set this true to enable camera-relative specular highlights, or false to use orthogonal specular highlights. The default value is true. Applications that use orthogonal projection should specify false.

Return type

bool

property twoside
Getter

Returns the state of the two-sided lighting flag. See setTwoside().

Setter

Set this true to enable two-sided lighting. When two-sided lighting is on, both sides of a polygon will be lit by this material. The default is for two-sided lighting to be off, in which case only the front surface is lit.

Return type

bool