base classes — bpy_struct, PropertyGroup
Number of antialiasing samples to render for each pixel
| Type: | int in [1, 10000], default 4 |
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Number of ambient occlusion samples to render for each AA sample
| Type: | int in [1, 10000], default 1 |
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Type of pass to bake
| Type: | enum in [‘COMBINED’, ‘AO’, ‘SHADOW’, ‘NORMAL’, ‘UV’, ‘EMIT’, ‘ENVIRONMENT’, ‘DIFFUSE_DIRECT’, ‘DIFFUSE_INDIRECT’, ‘DIFFUSE_COLOR’, ‘GLOSSY_DIRECT’, ‘GLOSSY_INDIRECT’, ‘GLOSSY_COLOR’, ‘TRANSMISSION_DIRECT’, ‘TRANSMISSION_INDIRECT’, ‘TRANSMISSION_COLOR’, ‘SUBSURFACE_DIRECT’, ‘SUBSURFACE_INDIRECT’, ‘SUBSURFACE_COLOR’], default ‘COMBINED’ |
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Adaptively blur glossy shaders after blurry bounces, to reduce noise at the cost of accuracy
| Type: | float in [0, 10], default 0.0 |
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Choose between faster updates, or faster render
| Type: | enum in [‘DYNAMIC_BVH’, ‘STATIC_BVH’], default ‘DYNAMIC_BVH’ |
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| Type: | float in [0.01, 10], default 0.1 |
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| Type: | float in [0.01, 10], default 0.1 |
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| Type: | float in [0.01, 10], default 1.0 |
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| Type: | int in [1, 4096], default 1024 |
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Use BVH spatial splits: longer builder time, faster render
| Type: | boolean, default False |
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Device to use for rendering
| Type: | enum in [‘CPU’, ‘GPU’], default ‘CPU’ |
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Maximum number of diffuse reflection bounces, bounded by total maximum
| Type: | int in [0, 1024], default 4 |
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Number of diffuse bounce samples to render for each AA sample
| Type: | int in [1, 10000], default 1 |
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Feature set to use for rendering
| Type: | enum in [‘SUPPORTED’, ‘EXPERIMENTAL’], default ‘SUPPORTED’ |
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Image brightness scale
| Type: | float in [0, 10], default 1.0 |
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World background is transparent with premultiplied alpha
| Type: | boolean, default False |
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Pixel filter type
| Type: | enum in [‘BOX’, ‘GAUSSIAN’], default ‘GAUSSIAN’ |
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Pixel filter width
| Type: | float in [0.01, 10], default 1.5 |
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Maximum number of glossy reflection bounces, bounded by total maximum
| Type: | int in [0, 1024], default 4 |
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Number of glossy bounce samples to render for each AA sample
| Type: | int in [1, 10000], default 1 |
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Total maximum number of bounces
| Type: | int in [0, 1024], default 12 |
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Number of mesh emission light samples to render for each AA sample
| Type: | int in [1, 10000], default 1 |
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Minimum number of bounces, setting this lower than the maximum enables probabilistic path termination (faster but noisier)
| Type: | int in [0, 1024], default 3 |
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Leave out caustics, resulting in a darker image with less noise
| Type: | boolean, default False |
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Number of antialiasing samples to render in the viewport, unlimited if 0
| Type: | int in [0, 10000], default 4 |
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Preview active render layer in viewport
| Type: | boolean, default False |
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Pause all viewport preview renders
| Type: | boolean, default False |
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Number of samples to render in the viewport, unlimited if 0
| Type: | int in [0, inf], default 10 |
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Resolution to start rendering preview at, progressively increasing it to the full viewport size
| Type: | int in [8, 16384], default 64 |
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Method to sample lights and materials
| Type: | enum in [‘BRANCHED_PATH’, ‘PATH’], default ‘PATH’ |
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Sample all lights (for direct samples), rather than randomly picking one
| Type: | boolean, default True |
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Sample all lights (for indirect samples), rather than randomly picking one
| Type: | boolean, default True |
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If non-zero, the maximum value for a direct sample, higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy
| Type: | float in [0, inf], default 0.0 |
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If non-zero, the maximum value for an indirect sample, higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy
| Type: | float in [0, inf], default 0.0 |
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Number of samples to render for each pixel
| Type: | int in [1, inf], default 10 |
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Random sampling pattern used by the integrator
| Type: | enum in [‘SOBOL’, ‘CORRELATED_MUTI_JITTER’], default ‘SOBOL’ |
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Seed value for integrator to get different noise patterns
| Type: | int in [0, inf], default 0 |
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Use Open Shading Language (CPU rendering only)
| Type: | boolean, default False |
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Number of subsurface scattering samples to render for each AA sample
| Type: | int in [1, 10000], default 1 |
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Tile order for rendering
| Type: | enum in [‘CENTER’, ‘RIGHT_TO_LEFT’, ‘LEFT_TO_RIGHT’, ‘TOP_TO_BOTTOM’, ‘BOTTOM_TO_TOP’], default ‘CENTER’ |
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Maximum number of transmission bounces, bounded by total maximum
| Type: | int in [0, 1024], default 12 |
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Number of transmission bounce samples to render for each AA sample
| Type: | int in [1, 10000], default 1 |
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Maximum number of transparent bounces
| Type: | int in [0, 1024], default 8 |
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Minimum number of transparent bounces, setting this lower than the maximum enables probabilistic path termination (faster but noisier)
| Type: | int in [0, 1024], default 8 |
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Cache last built BVH to disk for faster re-render if no geometry changed
| Type: | boolean, default False |
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How to use per render layer sample settings
| Type: | enum in [‘USE’, ‘BOUNDED’, ‘IGNORE’], default ‘USE’ |
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Instead of rendering each tile until it is finished, refine the whole image progressively (this renders somewhat slower, but time can be saved by manually stopping the render when the noise is low enough)
| Type: | boolean, default False |
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Square sampling values for easier artist control
| Type: | boolean, default False |
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Use transparency of surfaces for rendering shadows
| Type: | boolean, default True |
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Maximum number of volumetric scattering events
| Type: | int in [0, 1024], default 1 |
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Sampling method to use for homogeneous volumes
| Type: | enum in [‘DISTANCE’, ‘EQUI_ANGULAR’], default ‘DISTANCE’ |
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Maximum number of steps through the volume before giving up, to avoid extremely long render times with big objects or small step sizes
| Type: | int in [2, 65536], default 1024 |
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Number of volume scattering samples to render for each AA sample
| Type: | int in [1, 10000], default 1 |
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Distance between volume shader samples when rendering the volume (lower values give more accurate and detailed results, but also increased render time)
| Type: | float in [1e-07, 100000], default 0.1 |
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Inherited Properties
Inherited Functions
References