base class — bpy_struct
Lighting for a World datablock
Use the speed vector pass to reduce AO samples in fast moving pixels - higher values result in more aggressive sample reduction (requires Vec pass enabled, for Raytrace Adaptive QMC)
| Type: | float in [0, 1], default 0.0 |
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Defines how AO mixes with material shading
| Type: | enum in [‘MULTIPLY’, ‘ADD’], default ‘ADD’ |
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Factor for ambient occlusion blending
| Type: | float in [0, inf], default 0.0 |
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Bias (in radians) to prevent smoothed faces from showing banding (for Raytrace Constant Jittered)
| Type: | float in [0, 0.5], default 0.0 |
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Ad-hoc correction for over-occlusion due to the approximation
| Type: | float in [0, 1], default 0.0 |
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Length of rays, defines how far away other faces give occlusion effect
| Type: | float in [-inf, inf], default 0.0 |
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Defines where the color of the environment light comes from
| Type: | enum in [‘PLAIN’, ‘SKY_COLOR’, ‘SKY_TEXTURE’], default ‘PLAIN’ |
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Defines the strength of environment light
| Type: | float in [-inf, inf], default 0.0 |
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Low values are slower and higher quality
| Type: | float in [0.0001, 10], default 0.0 |
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Attenuation falloff strength, the higher, the less influence distant objects have
| Type: | float in [-inf, inf], default 0.0 |
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| Type: | enum in [‘RAYTRACE’, ‘APPROXIMATE’], default ‘RAYTRACE’ |
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Number of indirect diffuse light bounces
| Type: | int in [1, 32767], default 0 |
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Factor for how much surrounding objects contribute to light
| Type: | float in [0, inf], default 0.0 |
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Number of preprocessing passes to reduce over-occlusion
| Type: | int in [0, 10], default 0 |
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Method for generating shadow samples (for Raytrace)
| Type: | enum in [‘CONSTANT_JITTERED’, ‘ADAPTIVE_QMC’, ‘CONSTANT_QMC’], default ‘CONSTANT_JITTERED’ |
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Amount of ray samples. Higher values give smoother results and longer rendering times
| Type: | int in [1, 128], default 0 |
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Samples below this threshold will be considered fully shadowed/unshadowed and skipped (for Raytrace Adaptive QMC)
| Type: | float in [0, 1], default 0.0 |
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Use Ambient Occlusion to add shadowing based on distance between objects
| Type: | boolean, default False |
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Cache AO results in pixels and interpolate over neighboring pixels for speedup
| Type: | boolean, default False |
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Add light coming from the environment
| Type: | boolean, default False |
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Distance will be used to attenuate shadows
| Type: | boolean, default False |
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Add indirect light bouncing of surrounding objects
| Type: | boolean, default False |
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Inherited Properties
Inherited Functions
References