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# Material_Static : Helper

    Material_Static - superclass: helper super-superclass:node - classID: #(1962490662, 515064320)

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Description:

The Material_Static operator lets you give particles material IDs that remain constant throughout the event. It also lets you assign a material to each particle based on its material ID. The operator can assign the same material ID to all particles, or different IDs to successive particles on a cyclical or random basis. The most common usage of this latter capability is with a Multi/Sub-Object material, for applying a different material to each particle.

Constructor:

    Material_Static...

Properties:

    <Material_Static>.Assign_Material Boolean default:true

When set to True, the operator assigns a material to the particles

    <Material_Static>.Material Material default:undefined

Get/set the Material to be assigned to the particles.

    <Material_Static>.Assign_Material_ID Boolean default:false

When set to True, the operator defines a material ID number for each particle.

    <Material_Static>.Show_In_Viewport Boolean default:false

When set to True, the material is shown applied to the particles in the viewports.

    <Material_Static>.Type Integer default:0

Controls the state of the radio buttons in the UI defining the method for assigning Material IDs to particles.

Possible values are:

0: Material ID (default) - Assigns the same material ID to all particles. Use the Material_ID value to set the ID value.

1: Cycle - Assigns each particle a material ID in the range 1 to N, where N is the Number_of_Sub_Materials value, in increasing sequential order. The first ID assigned is 1, then 2, then..., then N, then 1 again, and so on.

2: Random - Assigns each particle a random material ID in the range 1 to N, where N in Number_of_Sub_Materials.

    <Material_Static>.Material_ID Integer default:1

Defines the Material ID to assign to particles when .Type is set to 0 : Material ID.

    <Material_Static>.Number_of_Sub_Materials Integer default:0

The highest ID number assigned to particles using the Cycle or Random option.

    <Material_Static>.Rate_Type Integer default:1

Controls the state of the radio buttons in the Rate group in the UI.

Possible values are:

0: Per Second

1: Per Particle

    <Material_Static>.Rate_Per_Second Float default:30.0

Sets the number of times per second that the assigned material ID is incremented.

If this value is the same as the rate at which particles enter the event, then one ID is assigned per particle.

If it's lower, then multiple particles are given the same ID, or if it's higher, then the software increments the assigned ID faster than 1 per particle.

    <Material_Static>.Rate_Per_Particle Float default:1.0

Sets the number of particles that must appear before material ID assignment changes.

For example, If you set Per Particle=3, the material ID changes every three particles.

    <Material_Static>.Loop Boolean default:true

When set to True and the last ID has been assigned, the software loops back to the first ID and continues the cycle.

When set to False, the software assigns the last cycle ID to all subsequent particles.

Available only when .Type is set to 1 : Cycle.

    <Material_Static>.Random_Seed Integer default:12345

Specifies a randomization value.

## Material_Static Interfaces:

Interface: action

Interface: operator

Interface: PViewItem

#### See Also

- Particle Flow Classes