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BaseMaterial3D

Inherits: :ref:`Material<class_Material>` < :ref:`Resource<class_Resource>` < :ref:`Reference<class_Reference>` < :ref:`Object<class_Object>`

Inherited By: :ref:`ORMMaterial3D<class_ORMMaterial3D>`, :ref:`StandardMaterial3D<class_StandardMaterial3D>`

Default 3D rendering material.

Description

This provides a default material with a wide variety of rendering features and properties without the need to write shader code. See the tutorial below for details.

Tutorials

Properties

:ref:`Color<class_Color>` :ref:`albedo_color<class_BaseMaterial3D_property_albedo_color>` Color( 1, 1, 1, 1 )
:ref:`bool<class_bool>` :ref:`albedo_tex_force_srgb<class_BaseMaterial3D_property_albedo_tex_force_srgb>` false
:ref:`Texture2D<class_Texture2D>` :ref:`albedo_texture<class_BaseMaterial3D_property_albedo_texture>`  
:ref:`float<class_float>` :ref:`alpha_scissor_threshold<class_BaseMaterial3D_property_alpha_scissor_threshold>`  
:ref:`float<class_float>` :ref:`anisotropy<class_BaseMaterial3D_property_anisotropy>`  
:ref:`bool<class_bool>` :ref:`anisotropy_enabled<class_BaseMaterial3D_property_anisotropy_enabled>` false
:ref:`Texture2D<class_Texture2D>` :ref:`anisotropy_flowmap<class_BaseMaterial3D_property_anisotropy_flowmap>`  
:ref:`bool<class_bool>` :ref:`ao_enabled<class_BaseMaterial3D_property_ao_enabled>` false
:ref:`float<class_float>` :ref:`ao_light_affect<class_BaseMaterial3D_property_ao_light_affect>`  
:ref:`bool<class_bool>` :ref:`ao_on_uv2<class_BaseMaterial3D_property_ao_on_uv2>`  
:ref:`Texture2D<class_Texture2D>` :ref:`ao_texture<class_BaseMaterial3D_property_ao_texture>`  
:ref:`TextureChannel<enum_BaseMaterial3D_TextureChannel>` :ref:`ao_texture_channel<class_BaseMaterial3D_property_ao_texture_channel>`  
:ref:`bool<class_bool>` :ref:`billboard_keep_scale<class_BaseMaterial3D_property_billboard_keep_scale>` false
:ref:`BillboardMode<enum_BaseMaterial3D_BillboardMode>` :ref:`billboard_mode<class_BaseMaterial3D_property_billboard_mode>` 0
:ref:`BlendMode<enum_BaseMaterial3D_BlendMode>` :ref:`blend_mode<class_BaseMaterial3D_property_blend_mode>` 0
:ref:`float<class_float>` :ref:`clearcoat<class_BaseMaterial3D_property_clearcoat>`  
:ref:`bool<class_bool>` :ref:`clearcoat_enabled<class_BaseMaterial3D_property_clearcoat_enabled>` false
:ref:`float<class_float>` :ref:`clearcoat_gloss<class_BaseMaterial3D_property_clearcoat_gloss>`  
:ref:`Texture2D<class_Texture2D>` :ref:`clearcoat_texture<class_BaseMaterial3D_property_clearcoat_texture>`  
:ref:`CullMode<enum_BaseMaterial3D_CullMode>` :ref:`cull_mode<class_BaseMaterial3D_property_cull_mode>` 0
:ref:`DepthDrawMode<enum_BaseMaterial3D_DepthDrawMode>` :ref:`depth_draw_mode<class_BaseMaterial3D_property_depth_draw_mode>` 0
:ref:`Texture2D<class_Texture2D>` :ref:`detail_albedo<class_BaseMaterial3D_property_detail_albedo>`  
:ref:`BlendMode<enum_BaseMaterial3D_BlendMode>` :ref:`detail_blend_mode<class_BaseMaterial3D_property_detail_blend_mode>`  
:ref:`bool<class_bool>` :ref:`detail_enabled<class_BaseMaterial3D_property_detail_enabled>` false
:ref:`Texture2D<class_Texture2D>` :ref:`detail_mask<class_BaseMaterial3D_property_detail_mask>`  
:ref:`Texture2D<class_Texture2D>` :ref:`detail_normal<class_BaseMaterial3D_property_detail_normal>`  
:ref:`DetailUV<enum_BaseMaterial3D_DetailUV>` :ref:`detail_uv_layer<class_BaseMaterial3D_property_detail_uv_layer>`  
:ref:`DiffuseMode<enum_BaseMaterial3D_DiffuseMode>` :ref:`diffuse_mode<class_BaseMaterial3D_property_diffuse_mode>` 0
:ref:`bool<class_bool>` :ref:`disable_ambient_light<class_BaseMaterial3D_property_disable_ambient_light>` false
:ref:`bool<class_bool>` :ref:`disable_receive_shadows<class_BaseMaterial3D_property_disable_receive_shadows>` false
:ref:`float<class_float>` :ref:`distance_fade_max_distance<class_BaseMaterial3D_property_distance_fade_max_distance>`  
:ref:`float<class_float>` :ref:`distance_fade_min_distance<class_BaseMaterial3D_property_distance_fade_min_distance>`  
:ref:`DistanceFadeMode<enum_BaseMaterial3D_DistanceFadeMode>` :ref:`distance_fade_mode<class_BaseMaterial3D_property_distance_fade_mode>` 0
:ref:`Color<class_Color>` :ref:`emission<class_BaseMaterial3D_property_emission>`  
:ref:`bool<class_bool>` :ref:`emission_enabled<class_BaseMaterial3D_property_emission_enabled>` false
:ref:`float<class_float>` :ref:`emission_energy<class_BaseMaterial3D_property_emission_energy>`  
:ref:`bool<class_bool>` :ref:`emission_on_uv2<class_BaseMaterial3D_property_emission_on_uv2>`  
:ref:`EmissionOperator<enum_BaseMaterial3D_EmissionOperator>` :ref:`emission_operator<class_BaseMaterial3D_property_emission_operator>`  
:ref:`Texture2D<class_Texture2D>` :ref:`emission_texture<class_BaseMaterial3D_property_emission_texture>`  
:ref:`bool<class_bool>` :ref:`fixed_size<class_BaseMaterial3D_property_fixed_size>` false
:ref:`bool<class_bool>` :ref:`grow<class_BaseMaterial3D_property_grow>` false
:ref:`float<class_float>` :ref:`grow_amount<class_BaseMaterial3D_property_grow_amount>` 0.0
:ref:`bool<class_bool>` :ref:`heightmap_deep_parallax<class_BaseMaterial3D_property_heightmap_deep_parallax>`  
:ref:`bool<class_bool>` :ref:`heightmap_enabled<class_BaseMaterial3D_property_heightmap_enabled>` false
:ref:`bool<class_bool>` :ref:`heightmap_flip_binormal<class_BaseMaterial3D_property_heightmap_flip_binormal>`  
:ref:`bool<class_bool>` :ref:`heightmap_flip_tangent<class_BaseMaterial3D_property_heightmap_flip_tangent>`  
:ref:`bool<class_bool>` :ref:`heightmap_flip_texture<class_BaseMaterial3D_property_heightmap_flip_texture>`  
:ref:`int<class_int>` :ref:`heightmap_max_layers<class_BaseMaterial3D_property_heightmap_max_layers>`  
:ref:`int<class_int>` :ref:`heightmap_min_layers<class_BaseMaterial3D_property_heightmap_min_layers>`  
:ref:`float<class_float>` :ref:`heightmap_scale<class_BaseMaterial3D_property_heightmap_scale>`  
:ref:`Texture2D<class_Texture2D>` :ref:`heightmap_texture<class_BaseMaterial3D_property_heightmap_texture>`  
:ref:`float<class_float>` :ref:`metallic<class_BaseMaterial3D_property_metallic>` 0.0
:ref:`float<class_float>` :ref:`metallic_specular<class_BaseMaterial3D_property_metallic_specular>` 0.5
:ref:`Texture2D<class_Texture2D>` :ref:`metallic_texture<class_BaseMaterial3D_property_metallic_texture>`  
:ref:`TextureChannel<enum_BaseMaterial3D_TextureChannel>` :ref:`metallic_texture_channel<class_BaseMaterial3D_property_metallic_texture_channel>` 0
:ref:`bool<class_bool>` :ref:`no_depth_test<class_BaseMaterial3D_property_no_depth_test>` false
:ref:`bool<class_bool>` :ref:`normal_enabled<class_BaseMaterial3D_property_normal_enabled>` false
:ref:`float<class_float>` :ref:`normal_scale<class_BaseMaterial3D_property_normal_scale>`  
:ref:`Texture2D<class_Texture2D>` :ref:`normal_texture<class_BaseMaterial3D_property_normal_texture>`  
:ref:`Texture2D<class_Texture2D>` :ref:`orm_texture<class_BaseMaterial3D_property_orm_texture>`  
:ref:`int<class_int>` :ref:`particles_anim_h_frames<class_BaseMaterial3D_property_particles_anim_h_frames>`  
:ref:`bool<class_bool>` :ref:`particles_anim_loop<class_BaseMaterial3D_property_particles_anim_loop>`  
:ref:`int<class_int>` :ref:`particles_anim_v_frames<class_BaseMaterial3D_property_particles_anim_v_frames>`  
:ref:`float<class_float>` :ref:`point_size<class_BaseMaterial3D_property_point_size>` 1.0
:ref:`float<class_float>` :ref:`proximity_fade_distance<class_BaseMaterial3D_property_proximity_fade_distance>`  
:ref:`bool<class_bool>` :ref:`proximity_fade_enable<class_BaseMaterial3D_property_proximity_fade_enable>` false
:ref:`bool<class_bool>` :ref:`refraction_enabled<class_BaseMaterial3D_property_refraction_enabled>` false
:ref:`float<class_float>` :ref:`refraction_scale<class_BaseMaterial3D_property_refraction_scale>`  
:ref:`Texture2D<class_Texture2D>` :ref:`refraction_texture<class_BaseMaterial3D_property_refraction_texture>`  
:ref:`TextureChannel<enum_BaseMaterial3D_TextureChannel>` :ref:`refraction_texture_channel<class_BaseMaterial3D_property_refraction_texture_channel>`  
:ref:`float<class_float>` :ref:`rim<class_BaseMaterial3D_property_rim>`  
:ref:`bool<class_bool>` :ref:`rim_enabled<class_BaseMaterial3D_property_rim_enabled>` false
:ref:`Texture2D<class_Texture2D>` :ref:`rim_texture<class_BaseMaterial3D_property_rim_texture>`  
:ref:`float<class_float>` :ref:`rim_tint<class_BaseMaterial3D_property_rim_tint>`  
:ref:`float<class_float>` :ref:`roughness<class_BaseMaterial3D_property_roughness>` 1.0
:ref:`Texture2D<class_Texture2D>` :ref:`roughness_texture<class_BaseMaterial3D_property_roughness_texture>`  
:ref:`TextureChannel<enum_BaseMaterial3D_TextureChannel>` :ref:`roughness_texture_channel<class_BaseMaterial3D_property_roughness_texture_channel>` 0
:ref:`ShadingMode<enum_BaseMaterial3D_ShadingMode>` :ref:`shading_mode<class_BaseMaterial3D_property_shading_mode>` 1
:ref:`bool<class_bool>` :ref:`shadow_to_opacity<class_BaseMaterial3D_property_shadow_to_opacity>` false
:ref:`SpecularMode<enum_BaseMaterial3D_SpecularMode>` :ref:`specular_mode<class_BaseMaterial3D_property_specular_mode>` 0
:ref:`bool<class_bool>` :ref:`subsurf_scatter_enabled<class_BaseMaterial3D_property_subsurf_scatter_enabled>` false
:ref:`float<class_float>` :ref:`subsurf_scatter_strength<class_BaseMaterial3D_property_subsurf_scatter_strength>`  
:ref:`Texture2D<class_Texture2D>` :ref:`subsurf_scatter_texture<class_BaseMaterial3D_property_subsurf_scatter_texture>`  
:ref:`TextureFilter<enum_BaseMaterial3D_TextureFilter>` :ref:`texture_filter<class_BaseMaterial3D_property_texture_filter>` 3
:ref:`bool<class_bool>` :ref:`texture_repeat<class_BaseMaterial3D_property_texture_repeat>` true
:ref:`Color<class_Color>` :ref:`transmission<class_BaseMaterial3D_property_transmission>`  
:ref:`bool<class_bool>` :ref:`transmission_enabled<class_BaseMaterial3D_property_transmission_enabled>` false
:ref:`Texture2D<class_Texture2D>` :ref:`transmission_texture<class_BaseMaterial3D_property_transmission_texture>`  
:ref:`Transparency<enum_BaseMaterial3D_Transparency>` :ref:`transparency<class_BaseMaterial3D_property_transparency>` 0
:ref:`bool<class_bool>` :ref:`use_point_size<class_BaseMaterial3D_property_use_point_size>` false
:ref:`Vector3<class_Vector3>` :ref:`uv1_offset<class_BaseMaterial3D_property_uv1_offset>` Vector3( 0, 0, 0 )
:ref:`Vector3<class_Vector3>` :ref:`uv1_scale<class_BaseMaterial3D_property_uv1_scale>` Vector3( 1, 1, 1 )
:ref:`bool<class_bool>` :ref:`uv1_triplanar<class_BaseMaterial3D_property_uv1_triplanar>` false
:ref:`float<class_float>` :ref:`uv1_triplanar_sharpness<class_BaseMaterial3D_property_uv1_triplanar_sharpness>` 1.0
:ref:`bool<class_bool>` :ref:`uv1_world_triplanar<class_BaseMaterial3D_property_uv1_world_triplanar>` false
:ref:`Vector3<class_Vector3>` :ref:`uv2_offset<class_BaseMaterial3D_property_uv2_offset>` Vector3( 0, 0, 0 )
:ref:`Vector3<class_Vector3>` :ref:`uv2_scale<class_BaseMaterial3D_property_uv2_scale>` Vector3( 1, 1, 1 )
:ref:`bool<class_bool>` :ref:`uv2_triplanar<class_BaseMaterial3D_property_uv2_triplanar>` false
:ref:`float<class_float>` :ref:`uv2_triplanar_sharpness<class_BaseMaterial3D_property_uv2_triplanar_sharpness>` 1.0
:ref:`bool<class_bool>` :ref:`uv2_world_triplanar<class_BaseMaterial3D_property_uv2_world_triplanar>` false
:ref:`bool<class_bool>` :ref:`vertex_color_is_srgb<class_BaseMaterial3D_property_vertex_color_is_srgb>` false
:ref:`bool<class_bool>` :ref:`vertex_color_use_as_albedo<class_BaseMaterial3D_property_vertex_color_use_as_albedo>` false

Methods

:ref:`bool<class_bool>` :ref:`get_feature<class_BaseMaterial3D_method_get_feature>` ( :ref:`Feature<enum_BaseMaterial3D_Feature>` feature ) const
:ref:`bool<class_bool>` :ref:`get_flag<class_BaseMaterial3D_method_get_flag>` ( :ref:`Flags<enum_BaseMaterial3D_Flags>` flag ) const
:ref:`Texture2D<class_Texture2D>` :ref:`get_texture<class_BaseMaterial3D_method_get_texture>` ( :ref:`TextureParam<enum_BaseMaterial3D_TextureParam>` param ) const
void :ref:`set_feature<class_BaseMaterial3D_method_set_feature>` ( :ref:`Feature<enum_BaseMaterial3D_Feature>` feature, :ref:`bool<class_bool>` enable )
void :ref:`set_flag<class_BaseMaterial3D_method_set_flag>` ( :ref:`Flags<enum_BaseMaterial3D_Flags>` flag, :ref:`bool<class_bool>` enable )
void :ref:`set_texture<class_BaseMaterial3D_method_set_texture>` ( :ref:`TextureParam<enum_BaseMaterial3D_TextureParam>` param, :ref:`Texture2D<class_Texture2D>` texture )

Enumerations

enum TextureParam:

  • TEXTURE_ALBEDO = 0 --- Texture specifying per-pixel color.
  • TEXTURE_METALLIC = 1 --- Texture specifying per-pixel metallic value.
  • TEXTURE_ROUGHNESS = 2 --- Texture specifying per-pixel roughness value.
  • TEXTURE_EMISSION = 3 --- Texture specifying per-pixel emission color.
  • TEXTURE_NORMAL = 4 --- Texture specifying per-pixel normal vector.
  • TEXTURE_RIM = 5 --- Texture specifying per-pixel rim value.
  • TEXTURE_CLEARCOAT = 6 --- Texture specifying per-pixel clearcoat value.
  • TEXTURE_FLOWMAP = 7 --- Texture specifying per-pixel flowmap direction for use with :ref:`anisotropy<class_BaseMaterial3D_property_anisotropy>`.
  • TEXTURE_AMBIENT_OCCLUSION = 8 --- Texture specifying per-pixel ambient occlusion value.
  • TEXTURE_HEIGHTMAP = 9 --- Texture specifying per-pixel height.
  • TEXTURE_SUBSURFACE_SCATTERING = 10 --- Texture specifying per-pixel subsurface scattering.
  • TEXTURE_TRANSMISSION = 11 --- Texture specifying per-pixel transmission color.
  • TEXTURE_REFRACTION = 12 --- Texture specifying per-pixel refraction strength.
  • TEXTURE_DETAIL_MASK = 13 --- Texture specifying per-pixel detail mask blending value.
  • TEXTURE_DETAIL_ALBEDO = 14 --- Texture specifying per-pixel detail color.
  • TEXTURE_DETAIL_NORMAL = 15 --- Texture specifying per-pixel detail normal.
  • TEXTURE_ORM = 16
  • TEXTURE_MAX = 17 --- Represents the size of the :ref:`TextureParam<enum_BaseMaterial3D_TextureParam>` enum.

enum TextureFilter:

  • TEXTURE_FILTER_NEAREST = 0 --- The texture filter reads from the nearest pixel only. The simplest and fastest method of filtering, but the texture will look pixelized.
  • TEXTURE_FILTER_LINEAR = 1 --- The texture filter blends between the nearest four pixels. Use this for most cases where you want to avoid a pixelated style.
  • TEXTURE_FILTER_NEAREST_WITH_MIPMAPS = 2
  • TEXTURE_FILTER_LINEAR_WITH_MIPMAPS = 3
  • TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC = 4
  • TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC = 5
  • TEXTURE_FILTER_MAX = 6 --- Represents the size of the :ref:`TextureFilter<enum_BaseMaterial3D_TextureFilter>` enum.

enum DetailUV:

  • DETAIL_UV_1 = 0 --- Use UV with the detail texture.
  • DETAIL_UV_2 = 1 --- Use UV2 with the detail texture.

enum Transparency:

  • TRANSPARENCY_DISABLED = 0 --- The material will not use transparency.
  • TRANSPARENCY_ALPHA = 1 --- The material will use the texture's alpha values for transparency.
  • TRANSPARENCY_ALPHA_SCISSOR = 2
  • TRANSPARENCY_ALPHA_DEPTH_PRE_PASS = 3
  • TRANSPARENCY_MAX = 4 --- Represents the size of the :ref:`Transparency<enum_BaseMaterial3D_Transparency>` enum.

enum ShadingMode:

  • SHADING_MODE_UNSHADED = 0 --- The object will not receive shadows.
  • SHADING_MODE_PER_PIXEL = 1 --- The object will be shaded per pixel. Useful for realistic shading effect.
  • SHADING_MODE_PER_VERTEX = 2 --- The object will be shaded per vertex. Useful when you want cheaper shaders and do not care about visual quality.
  • SHADING_MODE_MAX = 3 --- Represents the size of the :ref:`ShadingMode<enum_BaseMaterial3D_ShadingMode>` enum.

enum Feature:


enum BlendMode:

  • BLEND_MODE_MIX = 0 --- Default blend mode. The color of the object is blended over the background based on the object's alpha value.
  • BLEND_MODE_ADD = 1 --- The color of the object is added to the background.
  • BLEND_MODE_SUB = 2 --- The color of the object is subtracted from the background.
  • BLEND_MODE_MUL = 3 --- The color of the object is multiplied by the background.

enum DepthDrawMode:

  • DEPTH_DRAW_OPAQUE_ONLY = 0 --- Default depth draw mode. Depth is drawn only for opaque objects.
  • DEPTH_DRAW_ALWAYS = 1 --- Depth draw is calculated for both opaque and transparent objects.
  • DEPTH_DRAW_DISABLED = 2 --- No depth draw.

enum CullMode:

  • CULL_BACK = 0 --- Default cull mode. The back of the object is culled when not visible.
  • CULL_FRONT = 1 --- The front of the object is culled when not visible.
  • CULL_DISABLED = 2 --- No culling is performed.

enum Flags:

  • FLAG_DISABLE_DEPTH_TEST = 0 --- Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it.
  • FLAG_ALBEDO_FROM_VERTEX_COLOR = 1 --- Set ALBEDO to the per-vertex color specified in the mesh.
  • FLAG_SRGB_VERTEX_COLOR = 2 --- Vertex color is in sRGB space and needs to be converted to linear. Only applies in the Vulkan renderer.
  • FLAG_USE_POINT_SIZE = 3 --- Uses point size to alter the size of primitive points. Also changes the albedo texture lookup to use POINT_COORD instead of UV.
  • FLAG_FIXED_SIZE = 4 --- Object is scaled by depth so that it always appears the same size on screen.
  • FLAG_BILLBOARD_KEEP_SCALE = 5 --- Shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when :ref:`billboard_mode<class_BaseMaterial3D_property_billboard_mode>` is :ref:`BILLBOARD_ENABLED<class_BaseMaterial3D_constant_BILLBOARD_ENABLED>`.
  • FLAG_UV1_USE_TRIPLANAR = 6 --- Use triplanar texture lookup for all texture lookups that would normally use UV.
  • FLAG_UV2_USE_TRIPLANAR = 7 --- Use triplanar texture lookup for all texture lookups that would normally use UV2.
  • FLAG_UV1_USE_WORLD_TRIPLANAR = 8 --- Use triplanar texture lookup for all texture lookups that would normally use UV.
  • FLAG_UV2_USE_WORLD_TRIPLANAR = 9 --- Use triplanar texture lookup for all texture lookups that would normally use UV2.
  • FLAG_AO_ON_UV2 = 10 --- Use UV2 coordinates to look up from the :ref:`ao_texture<class_BaseMaterial3D_property_ao_texture>`.
  • FLAG_EMISSION_ON_UV2 = 11 --- Use UV2 coordinates to look up from the :ref:`emission_texture<class_BaseMaterial3D_property_emission_texture>`.
  • FLAG_ALBEDO_TEXTURE_FORCE_SRGB = 12 --- Forces the shader to convert albedo from sRGB space to linear space.
  • FLAG_DONT_RECEIVE_SHADOWS = 13 --- Disables receiving shadows from other objects.
  • FLAG_DISABLE_AMBIENT_LIGHT = 14 --- Disables receiving ambient light.
  • FLAG_USE_SHADOW_TO_OPACITY = 15 --- Enables the shadow to opacity feature.
  • FLAG_USE_TEXTURE_REPEAT = 16
  • FLAG_INVERT_HEIGHTMAP = 17 --- Invert values read from a depth texture to convert them to height values (heightmap).
  • FLAG_MAX = 18 --- Represents the size of the :ref:`Flags<enum_BaseMaterial3D_Flags>` enum.

enum DiffuseMode:

  • DIFFUSE_BURLEY = 0 --- Default diffuse scattering algorithm.
  • DIFFUSE_LAMBERT = 1 --- Diffuse scattering ignores roughness.
  • DIFFUSE_LAMBERT_WRAP = 2 --- Extends Lambert to cover more than 90 degrees when roughness increases.
  • DIFFUSE_OREN_NAYAR = 3 --- Attempts to use roughness to emulate microsurfacing.
  • DIFFUSE_TOON = 4 --- Uses a hard cut for lighting, with smoothing affected by roughness.

enum SpecularMode:

  • SPECULAR_SCHLICK_GGX = 0 --- Default specular blob.
  • SPECULAR_BLINN = 1 --- Older specular algorithm, included for compatibility.
  • SPECULAR_PHONG = 2 --- Older specular algorithm, included for compatibility.
  • SPECULAR_TOON = 3 --- Toon blob which changes size based on roughness.
  • SPECULAR_DISABLED = 4 --- No specular blob.

enum BillboardMode:

  • BILLBOARD_DISABLED = 0 --- Billboard mode is disabled.
  • BILLBOARD_ENABLED = 1 --- The object's Z axis will always face the camera.
  • BILLBOARD_FIXED_Y = 2 --- The object's X axis will always face the camera.
  • BILLBOARD_PARTICLES = 3 --- Used for particle systems when assigned to :ref:`Particles<class_Particles>` and :ref:`CPUParticles<class_CPUParticles>` nodes. Enables particles_anim_* properties.

The :ref:`ParticlesMaterial.anim_speed<class_ParticlesMaterial_property_anim_speed>` or :ref:`CPUParticles.anim_speed<class_CPUParticles_property_anim_speed>` should also be set to a positive value for the animation to play.


enum TextureChannel:

  • TEXTURE_CHANNEL_RED = 0 --- Used to read from the red channel of a texture.
  • TEXTURE_CHANNEL_GREEN = 1 --- Used to read from the green channel of a texture.
  • TEXTURE_CHANNEL_BLUE = 2 --- Used to read from the blue channel of a texture.
  • TEXTURE_CHANNEL_ALPHA = 3 --- Used to read from the alpha channel of a texture.
  • TEXTURE_CHANNEL_GRAYSCALE = 4 --- Currently unused.

enum EmissionOperator:

  • EMISSION_OP_ADD = 0 --- Adds the emission color to the color from the emission texture.
  • EMISSION_OP_MULTIPLY = 1 --- Multiplies the emission color by the color from the emission texture.

enum DistanceFadeMode:

  • DISTANCE_FADE_DISABLED = 0 --- Do not use distance fade.
  • DISTANCE_FADE_PIXEL_ALPHA = 1 --- Smoothly fades the object out based on each pixel's distance from the camera using the alpha channel.
  • DISTANCE_FADE_PIXEL_DITHER = 2 --- Smoothly fades the object out based on each pixel's distance from the camera using a dither approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware this can be faster than :ref:`DISTANCE_FADE_PIXEL_ALPHA<class_BaseMaterial3D_constant_DISTANCE_FADE_PIXEL_ALPHA>`.
  • DISTANCE_FADE_OBJECT_DITHER = 3 --- Smoothly fades the object out based on the object's distance from the camera using a dither approach. Dithering discards pixels based on a set pattern to smoothly fade without enabling transparency. On certain hardware this can be faster than :ref:`DISTANCE_FADE_PIXEL_ALPHA<class_BaseMaterial3D_constant_DISTANCE_FADE_PIXEL_ALPHA>`.

Property Descriptions

Default Color( 1, 1, 1, 1 )
Setter set_albedo(value)
Getter get_albedo()

The material's base color.


Default false
Setter set_flag(value)
Getter get_flag()

Forces a conversion of the :ref:`albedo_texture<class_BaseMaterial3D_property_albedo_texture>` from sRGB space to linear space.


Setter set_texture(value)
Getter get_texture()

Texture to multiply by :ref:`albedo_color<class_BaseMaterial3D_property_albedo_color>`. Used for basic texturing of objects.


Setter set_alpha_scissor_threshold(value)
Getter get_alpha_scissor_threshold()

Threshold at which the alpha scissor will discard values.


Setter set_anisotropy(value)
Getter get_anisotropy()

The strength of the anisotropy effect.


Default false
Setter set_feature(value)
Getter get_feature()

If true, anisotropy is enabled. Changes the shape of the specular blob and aligns it to tangent space. Mesh tangents are needed for this to work. If the mesh does not contain tangents the anisotropy effect will appear broken.


Setter set_texture(value)
Getter get_texture()

Texture that offsets the tangent map for anisotropy calculations.


Default false
Setter set_feature(value)
Getter get_feature()

If true, ambient occlusion is enabled. Ambient occlusion darkens areas based on the :ref:`ao_texture<class_BaseMaterial3D_property_ao_texture>`.


Setter set_ao_light_affect(value)
Getter get_ao_light_affect()

Amount that ambient occlusion affects lighting from lights. If 0, ambient occlusion only affects ambient light. If 1, ambient occlusion affects lights just as much as it affects ambient light. This can be used to impact the strength of the ambient occlusion effect, but typically looks unrealistic.


Setter set_flag(value)
Getter get_flag()

If true, use UV2 coordinates to look up from the :ref:`ao_texture<class_BaseMaterial3D_property_ao_texture>`.


Setter set_texture(value)
Getter get_texture()

Texture that defines the amount of ambient occlusion for a given point on the object.


Setter set_ao_texture_channel(value)
Getter get_ao_texture_channel()

Specifies the channel of the :ref:`ao_texture<class_BaseMaterial3D_property_ao_texture>` in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.


Default false
Setter set_flag(value)
Getter get_flag()

If true, the shader will keep the scale set for the mesh. Otherwise the scale is lost when billboarding. Only applies when :ref:`billboard_mode<class_BaseMaterial3D_property_billboard_mode>` is :ref:`BILLBOARD_ENABLED<class_BaseMaterial3D_constant_BILLBOARD_ENABLED>`.


Default 0
Setter set_billboard_mode(value)
Getter get_billboard_mode()

Controls how the object faces the camera. See :ref:`BillboardMode<enum_BaseMaterial3D_BillboardMode>`.


Default 0
Setter set_blend_mode(value)
Getter get_blend_mode()

The material's blend mode.

Note: Values other than Mix force the object into the transparent pipeline. See :ref:`BlendMode<enum_BaseMaterial3D_BlendMode>`.


Setter set_clearcoat(value)
Getter get_clearcoat()

Sets the strength of the clearcoat effect. Setting to 0 looks the same as disabling the clearcoat effect.


Default false
Setter set_feature(value)
Getter get_feature()

If true, clearcoat rendering is enabled. Adds a secondary transparent pass to the lighting calculation resulting in an added specular blob. This makes materials appear as if they have a clear layer on them that can be either glossy or rough.


Setter set_clearcoat_gloss(value)
Getter get_clearcoat_gloss()

Sets the roughness of the clearcoat pass. A higher value results in a smoother clearcoat while a lower value results in a rougher clearcoat.


Setter set_texture(value)
Getter get_texture()

Texture that defines the strength of the clearcoat effect and the glossiness of the clearcoat. Strength is specified in the red channel while glossiness is specified in the green channel.


Default 0
Setter set_cull_mode(value)
Getter get_cull_mode()

Which side of the object is not drawn when backfaces are rendered. See :ref:`CullMode<enum_BaseMaterial3D_CullMode>`.


Default 0
Setter set_depth_draw_mode(value)
Getter get_depth_draw_mode()

Determines when depth rendering takes place. See :ref:`DepthDrawMode<enum_BaseMaterial3D_DepthDrawMode>`. See also :ref:`transparency<class_BaseMaterial3D_property_transparency>`.


Setter set_texture(value)
Getter get_texture()

Texture that specifies the color of the detail overlay.


Setter set_detail_blend_mode(value)
Getter get_detail_blend_mode()

Specifies how the :ref:`detail_albedo<class_BaseMaterial3D_property_detail_albedo>` should blend with the current ALBEDO. See :ref:`BlendMode<enum_BaseMaterial3D_BlendMode>` for options.


Default false
Setter set_feature(value)
Getter get_feature()

If true, enables the detail overlay. Detail is a second texture that gets mixed over the surface of the object based on :ref:`detail_mask<class_BaseMaterial3D_property_detail_mask>`. This can be used to add variation to objects, or to blend between two different albedo/normal textures.


Setter set_texture(value)
Getter get_texture()

Texture used to specify how the detail textures get blended with the base textures.


Setter set_texture(value)
Getter get_texture()

Texture that specifies the per-pixel normal of the detail overlay.


Setter set_detail_uv(value)
Getter get_detail_uv()

Specifies whether to use UV or UV2 for the detail layer. See :ref:`DetailUV<enum_BaseMaterial3D_DetailUV>` for options.


Default 0
Setter set_diffuse_mode(value)
Getter get_diffuse_mode()

The algorithm used for diffuse light scattering. See :ref:`DiffuseMode<enum_BaseMaterial3D_DiffuseMode>`.


Default false
Setter set_flag(value)
Getter get_flag()

If true, the object receives no ambient light.


Default false
Setter set_flag(value)
Getter get_flag()

If true, the object receives no shadow that would otherwise be cast onto it.


Setter set_distance_fade_max_distance(value)
Getter get_distance_fade_max_distance()

Distance at which the object fades fully and is no longer visible.


Setter set_distance_fade_min_distance(value)
Getter get_distance_fade_min_distance()

Distance at which the object starts to fade. If the object is less than this distance away it will appear normal.


Default 0
Setter set_distance_fade(value)
Getter get_distance_fade()

Specifies which type of fade to use. Can be any of the :ref:`DistanceFadeMode<enum_BaseMaterial3D_DistanceFadeMode>`s.


Setter set_emission(value)
Getter get_emission()

The emitted light's color. See :ref:`emission_enabled<class_BaseMaterial3D_property_emission_enabled>`.


Default false
Setter set_feature(value)
Getter get_feature()

If true, the body emits light. Emitting light makes the object appear brighter. The object can also cast light on other objects if a :ref:`GIProbe<class_GIProbe>` is used and this object is used in baked lighting.


Setter set_emission_energy(value)
Getter get_emission_energy()

The emitted light's strength. See :ref:`emission_enabled<class_BaseMaterial3D_property_emission_enabled>`.


Setter set_flag(value)
Getter get_flag()

Use UV2 to read from the :ref:`emission_texture<class_BaseMaterial3D_property_emission_texture>`.


Setter set_emission_operator(value)
Getter get_emission_operator()

Sets how :ref:`emission<class_BaseMaterial3D_property_emission>` interacts with :ref:`emission_texture<class_BaseMaterial3D_property_emission_texture>`. Can either add or multiply. See :ref:`EmissionOperator<enum_BaseMaterial3D_EmissionOperator>` for options.


Setter set_texture(value)
Getter get_texture()

Texture that specifies how much surface emits light at a given point.


Default false
Setter set_flag(value)
Getter get_flag()

If true, the object is rendered at the same size regardless of distance.


Default false
Setter set_grow_enabled(value)
Getter is_grow_enabled()

If true, enables the vertex grow setting. See :ref:`grow_amount<class_BaseMaterial3D_property_grow_amount>`.


Default 0.0
Setter set_grow(value)
Getter get_grow()

Grows object vertices in the direction of their normals.


Setter set_heightmap_deep_parallax(value)
Getter is_heightmap_deep_parallax_enabled()

Default false
Setter set_feature(value)
Getter get_feature()

Setter set_heightmap_deep_parallax_flip_binormal(value)
Getter get_heightmap_deep_parallax_flip_binormal()

Setter set_heightmap_deep_parallax_flip_tangent(value)
Getter get_heightmap_deep_parallax_flip_tangent()

Setter set_flag(value)
Getter get_flag()

Setter set_heightmap_deep_parallax_max_layers(value)
Getter get_heightmap_deep_parallax_max_layers()

Setter set_heightmap_deep_parallax_min_layers(value)
Getter get_heightmap_deep_parallax_min_layers()

Setter set_heightmap_scale(value)
Getter get_heightmap_scale()

Setter set_texture(value)
Getter get_texture()

Default 0.0
Setter set_metallic(value)
Getter get_metallic()

A high value makes the material appear more like a metal. Non-metals use their albedo as the diffuse color and add diffuse to the specular reflection. With non-metals, the reflection appears on top of the albedo color. Metals use their albedo as a multiplier to the specular reflection and set the diffuse color to black resulting in a tinted reflection. Materials work better when fully metal or fully non-metal, values between 0 and 1 should only be used for blending between metal and non-metal sections. To alter the amount of reflection use :ref:`roughness<class_BaseMaterial3D_property_roughness>`.


Default 0.5
Setter set_specular(value)
Getter get_specular()

Sets the size of the specular lobe. The specular lobe is the bright spot that is reflected from light sources.

Note: unlike :ref:`metallic<class_BaseMaterial3D_property_metallic>`, this is not energy-conserving, so it should be left at 0.5 in most cases. See also :ref:`roughness<class_BaseMaterial3D_property_roughness>`.


Setter set_texture(value)
Getter get_texture()

Texture used to specify metallic for an object. This is multiplied by :ref:`metallic<class_BaseMaterial3D_property_metallic>`.


Default 0
Setter set_metallic_texture_channel(value)
Getter get_metallic_texture_channel()

Specifies the channel of the :ref:`metallic_texture<class_BaseMaterial3D_property_metallic_texture>` in which the metallic information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.


Default false
Setter set_flag(value)
Getter get_flag()

If true, depth testing is disabled and the object will be drawn in render order.


Default false
Setter set_feature(value)
Getter get_feature()

If true, normal mapping is enabled.


Setter set_normal_scale(value)
Getter get_normal_scale()

The strength of the normal map's effect.


Setter set_texture(value)
Getter get_texture()

Texture used to specify the normal at a given pixel. The normal_texture only uses the red and green channels. The normal read from normal_texture is oriented around the surface normal provided by the :ref:`Mesh<class_Mesh>`.


Setter set_texture(value)
Getter get_texture()

Setter set_particles_anim_h_frames(value)
Getter get_particles_anim_h_frames()

The number of horizontal frames in the particle sprite sheet. Only enabled when using :ref:`BILLBOARD_PARTICLES<class_BaseMaterial3D_constant_BILLBOARD_PARTICLES>`. See :ref:`billboard_mode<class_BaseMaterial3D_property_billboard_mode>`.


Setter set_particles_anim_loop(value)
Getter get_particles_anim_loop()

If true, particle animations are looped. Only enabled when using :ref:`BILLBOARD_PARTICLES<class_BaseMaterial3D_constant_BILLBOARD_PARTICLES>`. See :ref:`billboard_mode<class_BaseMaterial3D_property_billboard_mode>`.


Setter set_particles_anim_v_frames(value)
Getter get_particles_anim_v_frames()

The number of vertical frames in the particle sprite sheet. Only enabled when using :ref:`BILLBOARD_PARTICLES<class_BaseMaterial3D_constant_BILLBOARD_PARTICLES>`. See :ref:`billboard_mode<class_BaseMaterial3D_property_billboard_mode>`.


Default 1.0
Setter set_point_size(value)
Getter get_point_size()

The point size in pixels. See :ref:`use_point_size<class_BaseMaterial3D_property_use_point_size>`.


Setter set_proximity_fade_distance(value)
Getter get_proximity_fade_distance()

Distance over which the fade effect takes place. The larger the distance the longer it takes for an object to fade.


Default false
Setter set_proximity_fade(value)
Getter is_proximity_fade_enabled()

If true, the proximity fade effect is enabled. The proximity fade effect fades out each pixel based on its distance to another object.


Default false
Setter set_feature(value)
Getter get_feature()

If true, the refraction effect is enabled. Distorts transparency based on light from behind the object.


Setter set_refraction(value)
Getter get_refraction()

The strength of the refraction effect.


Setter set_texture(value)
Getter get_texture()

Texture that controls the strength of the refraction per-pixel. Multiplied by :ref:`refraction_scale<class_BaseMaterial3D_property_refraction_scale>`.


Setter set_refraction_texture_channel(value)
Getter get_refraction_texture_channel()

Specifies the channel of the :ref:`ao_texture<class_BaseMaterial3D_property_ao_texture>` in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.


Setter set_rim(value)
Getter get_rim()

Sets the strength of the rim lighting effect.


Default false
Setter set_feature(value)
Getter get_feature()

If true, rim effect is enabled. Rim lighting increases the brightness at glancing angles on an object.


Setter set_texture(value)
Getter get_texture()

Texture used to set the strength of the rim lighting effect per-pixel. Multiplied by :ref:`rim<class_BaseMaterial3D_property_rim>`.


Setter set_rim_tint(value)
Getter get_rim_tint()

The amount of to blend light and albedo color when rendering rim effect. If 0 the light color is used, while 1 means albedo color is used. An intermediate value generally works best.


Default 1.0
Setter set_roughness(value)
Getter get_roughness()

Surface reflection. A value of 0 represents a perfect mirror while a value of 1 completely blurs the reflection. See also :ref:`metallic<class_BaseMaterial3D_property_metallic>`.


Setter set_texture(value)
Getter get_texture()

Texture used to control the roughness per-pixel. Multiplied by :ref:`roughness<class_BaseMaterial3D_property_roughness>`.


Default 0
Setter set_roughness_texture_channel(value)
Getter get_roughness_texture_channel()

Specifies the channel of the :ref:`ao_texture<class_BaseMaterial3D_property_ao_texture>` in which the ambient occlusion information is stored. This is useful when you store the information for multiple effects in a single texture. For example if you stored metallic in the red channel, roughness in the blue, and ambient occlusion in the green you could reduce the number of textures you use.


Default 1
Setter set_shading_mode(value)
Getter get_shading_mode()

Default false
Setter set_flag(value)
Getter get_flag()

If true, enables the "shadow to opacity" render mode where lighting modifies the alpha so shadowed areas are opaque and non-shadowed areas are transparent. Useful for overlaying shadows onto a camera feed in AR.


Default 0
Setter set_specular_mode(value)
Getter get_specular_mode()

The method for rendering the specular blob. See :ref:`SpecularMode<enum_BaseMaterial3D_SpecularMode>`.


Default false
Setter set_feature(value)
Getter get_feature()

If true, subsurface scattering is enabled. Emulates light that penetrates an object's surface, is scattered, and then emerges.


Setter set_subsurface_scattering_strength(value)
Getter get_subsurface_scattering_strength()

The strength of the subsurface scattering effect.


Setter set_texture(value)
Getter get_texture()

Texture used to control the subsurface scattering strength. Stored in the red texture channel. Multiplied by :ref:`subsurf_scatter_strength<class_BaseMaterial3D_property_subsurf_scatter_strength>`.


Default 3
Setter set_texture_filter(value)
Getter get_texture_filter()

Filter flags for the texture. See :ref:`TextureFilter<enum_BaseMaterial3D_TextureFilter>` for options.


Default true
Setter set_flag(value)
Getter get_flag()

Repeat flags for the texture. See :ref:`TextureFilter<enum_BaseMaterial3D_TextureFilter>` for options.


Setter set_transmission(value)
Getter get_transmission()

The color used by the transmission effect. Represents the light passing through an object.


Default false
Setter set_feature(value)
Getter get_feature()

If true, the transmission effect is enabled.


Setter set_texture(value)
Getter get_texture()

Texture used to control the transmission effect per-pixel. Added to :ref:`transmission<class_BaseMaterial3D_property_transmission>`.


Default 0
Setter set_transparency(value)
Getter get_transparency()

If true, transparency is enabled on the body. See also :ref:`blend_mode<class_BaseMaterial3D_property_blend_mode>`.


Default false
Setter set_flag(value)
Getter get_flag()

If true, render point size can be changed.

Note: this is only effective for objects whose geometry is point-based rather than triangle-based. See also :ref:`point_size<class_BaseMaterial3D_property_point_size>`.


Default Vector3( 0, 0, 0 )
Setter set_uv1_offset(value)
Getter get_uv1_offset()

How much to offset the UV coordinates. This amount will be added to UV in the vertex function. This can be used to offset a texture.


Default Vector3( 1, 1, 1 )
Setter set_uv1_scale(value)
Getter get_uv1_scale()

How much to scale the UV coordinates. This is multiplied by UV in the vertex function.


Default false
Setter set_flag(value)
Getter get_flag()

If true, instead of using UV textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object's surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing.


Default 1.0
Setter set_uv1_triplanar_blend_sharpness(value)
Getter get_uv1_triplanar_blend_sharpness()

A lower number blends the texture more softly while a higher number blends the texture more sharply.


Default false
Setter set_flag(value)
Getter get_flag()

If true, triplanar mapping for UV is calculated in world space rather than object local space. See also :ref:`uv1_triplanar<class_BaseMaterial3D_property_uv1_triplanar>`.


Default Vector3( 0, 0, 0 )
Setter set_uv2_offset(value)
Getter get_uv2_offset()

How much to offset the UV2 coordinates. This amount will be added to UV2 in the vertex function. This can be used to offset a texture.


Default Vector3( 1, 1, 1 )
Setter set_uv2_scale(value)
Getter get_uv2_scale()

How much to scale the UV2 coordinates. This is multiplied by UV2 in the vertex function.


Default false
Setter set_flag(value)
Getter get_flag()

If true, instead of using UV2 textures will use a triplanar texture lookup to determine how to apply textures. Triplanar uses the orientation of the object's surface to blend between texture coordinates. It reads from the source texture 3 times, once for each axis and then blends between the results based on how closely the pixel aligns with each axis. This is often used for natural features to get a realistic blend of materials. Because triplanar texturing requires many more texture reads per-pixel it is much slower than normal UV texturing. Additionally, because it is blending the texture between the three axes, it is unsuitable when you are trying to achieve crisp texturing.


Default 1.0
Setter set_uv2_triplanar_blend_sharpness(value)
Getter get_uv2_triplanar_blend_sharpness()

A lower number blends the texture more softly while a higher number blends the texture more sharply.


Default false
Setter set_flag(value)
Getter get_flag()

If true, triplanar mapping for UV2 is calculated in world space rather than object local space. See also :ref:`uv2_triplanar<class_BaseMaterial3D_property_uv2_triplanar>`.


Default false
Setter set_flag(value)
Getter get_flag()

If true, the model's vertex colors are processed as sRGB mode.


Default false
Setter set_flag(value)
Getter get_flag()

If true, the vertex color is used as albedo color.

Method Descriptions

Returns true, if the specified :ref:`Feature<enum_BaseMaterial3D_Feature>` is enabled.


Returns true, if the specified flag is enabled. See :ref:`Flags<enum_BaseMaterial3D_Flags>` enumerator for options.


Returns the :ref:`Texture<class_Texture>` associated with the specified :ref:`TextureParam<enum_BaseMaterial3D_TextureParam>`.


If true, enables the specified :ref:`Feature<enum_BaseMaterial3D_Feature>`. Many features that are available in BaseMaterial3Ds need to be enabled before use. This way the cost for using the feature is only incurred when specified. Features can also be enabled by setting the corresponding member to true.


If true, enables the specified flag. Flags are optional behavior that can be turned on and off. Only one flag can be enabled at a time with this function, the flag enumerators cannot be bit-masked together to enable or disable multiple flags at once. Flags can also be enabled by setting the corresponding member to true. See :ref:`Flags<enum_BaseMaterial3D_Flags>` enumerator for options.


Sets the texture for the slot specified by param. See :ref:`TextureParam<enum_BaseMaterial3D_TextureParam>` for available slots.