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.. reference::
:Panel: :menuselection:`Material --> Settings`
Renderer Settings
While shading nodes control the appearance, these settings control the quality and algorithms
that each renderer uses to render the material.
- :doc:`EEVEE specific settings </render/eevee/materials/settings>`
- :doc:`Cycles specific settings </render/cycles/material_settings>`
Pass Index
.. _bpy.types.Material.pass_index:
Pass Index
Index number for the *Material Index* :doc:`render pass </render/layers/passes>`.
This can be used to give a mask to a material and then be read with
the :doc:`ID Mask Node </compositing/types/mask/id_mask>` in the Compositor.
.. note::
:doc:`Volume Objects </modeling/volumes/introduction>` are not supported.
.. _render-materials-settings-viewport-display:
Viewport Display
These settings control the 3D Viewport display in solid shading.
They provide a faster alternative to full shader nodes,
which may be too heavy or distracting for tasks like modeling, layout or sculpting.
.. _bpy.types.Material.diffuse_color:
Diffuse or metal surface color.
.. _bpy.types.Material.metallic:
Blends between a non-metallic and metallic material model.
A value of 1.0 gives a fully specular reflection tinted with the base color,
without diffuse reflection or transmission.
At 0.0 the material consists of a diffuse or transmissive base layer, with a specular reflection layer on top.
.. _bpy.types.Material.roughness:
Specifies microfacet roughness of the surface for metal and specular reflection.