pyblenderSDIC.materials (Default Materials)#

get_copper_material() MaterialBSDF[source]#

Returns a copper-like material.

Copper has a distinctive reddish-orange color, is highly reflective, and fully metallic.

{
    "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:

A MaterialBSDF object representing copper.

Return type:

MaterialBSDF

get_iron_material() MaterialBSDF[source]#

Returns an iron-like material.

Iron is dark gray and typically more rough than polished steel.

{
    "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:

A MaterialBSDF object representing iron.

Return type:

MaterialBSDF

get_mirror_material() MaterialBSDF[source]#

Returns a mirror material for use in Blender.

This material is a perfect mirror with no roughness and a refractive index of 1.50.

{
    "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:

A MaterialBSDF object representing a mirror material.

Return type:

MaterialBSDF

get_steel_material() MaterialBSDF[source]#

Returns a steel-like material.

Polished steel is metallic, slightly rough, and has a neutral gray tint.

{
    "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:

A MaterialBSDF object representing polished steel.

Return type:

MaterialBSDF

get_titanium_material() MaterialBSDF[source]#

Returns a titanium-like material.

Titanium has a slightly bluish-gray hue and is less reflective than polished steel.

{
    "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:

A MaterialBSDF object representing titanium.

Return type:

MaterialBSDF