v18.material.Material

Warning

This class is autogenerated. More detailed documentation can be found in the SDFormat spec.

class v18.material.Material(script=None, shader=None, render_order=0.0, lighting=True, ambient='0 0 0 1', diffuse='0 0 0 1', specular='0 0 0 1', emissive='0 0 0 1', double_sided=False, pbr=None)

The material of the visual element.

Parameters
script: Name of material from an installed script file. This will

override the color element if the script exists.

shader:
render_order: Set render order for coplanar polygons. The higher

value will be rendered on top of the other coplanar polygons

lighting: If false, dynamic lighting will be disabled
ambient: The ambient color of a material specified by set of four

numbers representing red/green/blue, each in the range of [0,1].

diffuse: The diffuse color of a material specified by set of four

numbers representing red/green/blue/alpha, each in the range of [0,1].

specular: The specular color of a material specified by set of four

numbers representing red/green/blue/alpha, each in the range of [0,1].

emissive: The emissive color of a material specified by set of four

numbers representing red/green/blue, each in the range of [0,1].

double_sided: If true, the mesh that this material is applied to

will be rendered as double sided

pbr: Physically Based Rendering (PBR) material. There are two PBR

workflows: metal and specular. While both workflows and their parameters can be specified at the same time, typically only one of them will be used (depending on the underlying renderer capability). It is also recommended to use the same workflow for all materials in the world.

Nested Elements

Note that only complex elements are listed here. Elements that resolve to simple types (int, str, bool) are inlined.

v18.material.Material.Pbr([metal, specular])

Physically Based Rendering (PBR) material.

v18.material.Material.Script([uri, name])

Name of material from an installed script file.

v18.material.Material.Shader([normal_map, type])

Parameters