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 overocclusion
| 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, 32], 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 neighbouring 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
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References