create_principled_material
Create a plain-surface material with colour, metallic, roughness and more set in one call.
Instructions
Create a plain-surface material with colour, metallic, roughness and more set in one call.
The usual choice for painted, metal, glass or plastic surfaces of a single colour. For a patterned surface (wood, marble, fire, veins) use create_procedural_material instead. create_material makes the same Principled BSDF with nothing set, for when you will build the node tree by hand.
Args: name: Name for the new material. color: Base color as RGBA list, default [0.8, 0.8, 0.8, 1.0]. metallic: Metallic value 0.0-1.0, default 0.0. roughness: Roughness value 0.0-1.0, default 0.5. specular: Specular IOR level 0.0-1.0, default 0.5. emission_strength: Emission strength, default 0.0. emission_color: Emission color as RGBA list, default [1.0, 1.0, 1.0, 1.0]. alpha: Alpha value 0.0-1.0, default 1.0. transmission: Transmission weight 0.0-1.0, default 0.0. ior: Index of refraction, default 1.45.
Returns: Confirmation dict with material name and all set properties.
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| ior | No | ||
| name | Yes | ||
| alpha | No | ||
| color | No | ||
| metallic | No | ||
| specular | No | ||
| roughness | No | ||
| transmission | No | ||
| emission_color | No | ||
| emission_strength | No |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
No arguments | |||