Source code for pyblenderSDIC.materials.default_materials

from .material_bsdf import MaterialBSDF

[docs] def get_mirror_material() -> MaterialBSDF: r""" Returns a mirror material for use in Blender. This material is a perfect mirror with no roughness and a refractive index of 1.50. .. code-block:: python { "base_color": (1.0, 1.0, 1.0, 1.0), # White color "roughness": 0.0, # No roughness "metallic": 1.0, # Fully metallic "IOR": 1.5, # Refractive index between 1.45 and 1.55 "transmission_weight": 0.0, # No transmission "alpha": 1.0, # Fully opaque } Returns ------- MaterialBSDF A MaterialBSDF object representing a mirror material. """ return MaterialBSDF( base_color=(1.0, 1.0, 1.0, 1.0), # White color roughness=0.0, # No roughness metallic=1.0, # Fully metallic IOR=1.5, # Refractive index between 1.45 and 1.55 transmission_weight=0.0, # No transmission alpha=1.0, # Fully opaque )
[docs] def get_steel_material() -> MaterialBSDF: r""" Returns a steel-like material. Polished steel is metallic, slightly rough, and has a neutral gray tint. .. code-block:: python { "base_color": (0.55, 0.55, 0.55, 1.0), # Neutral gray "roughness": 0.2, # Slightly rough "metallic": 1.0, # Fully metallic "IOR": 2.5, # Approximate for steel "transmission_weight": 0.0, # No transmission "alpha": 1.0, # Fully opaque } Returns ------- MaterialBSDF A MaterialBSDF object representing polished steel. """ return MaterialBSDF( base_color=(0.55, 0.55, 0.55, 1.0), # Neutral gray roughness=0.2, metallic=1.0, IOR=2.5, # Approximate for steel transmission_weight=0.0, alpha=1.0, )
[docs] def get_titanium_material() -> MaterialBSDF: r""" Returns a titanium-like material. Titanium has a slightly bluish-gray hue and is less reflective than polished steel. .. code-block:: python { "base_color": (0.5, 0.52, 0.6, 1.0), # Slight bluish-gray "roughness": 0.25, # Slightly rough "metallic": 1.0, # Fully metallic "IOR": 2.5, # Close approximation "transmission_weight": 0.0, # No transmission "alpha": 1.0, # Fully opaque } Returns ------- MaterialBSDF A MaterialBSDF object representing titanium. """ return MaterialBSDF( base_color=(0.5, 0.52, 0.6, 1.0), # Slight bluish-gray roughness=0.25, metallic=1.0, IOR=2.5, # Close approximation transmission_weight=0.0, alpha=1.0, )
[docs] def get_iron_material() -> MaterialBSDF: r""" Returns an iron-like material. Iron is dark gray and typically more rough than polished steel. .. code-block:: python { "base_color": (0.3, 0.3, 0.3, 1.0), # Dark gray "roughness": 0.35, # More rough than polished steel "metallic": 1.0, # Fully metallic "IOR": 2.9, # Iron has a higher refractive index "transmission_weight": 0.0, # No transmission "alpha": 1.0, # Fully opaque } Returns ------- MaterialBSDF A MaterialBSDF object representing iron. """ return MaterialBSDF( base_color=(0.3, 0.3, 0.3, 1.0), # Dark gray roughness=0.35, metallic=1.0, IOR=2.9, # Iron has a higher refractive index transmission_weight=0.0, alpha=1.0, )
[docs] def get_copper_material() -> MaterialBSDF: r""" Returns a copper-like material. Copper has a distinctive reddish-orange color, is highly reflective, and fully metallic. .. code-block:: python { "base_color": (0.955, 0.637, 0.538, 1.0), # Reddish-orange typical of copper "roughness": 0.2, # Slight surface roughness "metallic": 1.0, # Fully metallic "IOR": 2.7, # Approximate value for copper "transmission_weight": 0.0, # No transmission "alpha": 1.0, # Fully opaque } Returns ------- MaterialBSDF A MaterialBSDF object representing copper. """ return MaterialBSDF( base_color=(0.955, 0.637, 0.538, 1.0), # Reddish-orange typical of copper roughness=0.2, metallic=1.0, IOR=2.7, # Approximate value for copper transmission_weight=0.0, alpha=1.0, )