# SceneRenderLayer(bpy_struct)

base class — `bpy_struct`

class `bpy.types.``SceneRenderLayer`(bpy_struct)

  Render layer

  `exclude_ambient_occlusion`

    Exclude AO pass from combined

    Type: | boolean, default False

  `exclude_emit`

    Exclude emission pass from combined

    Type: | boolean, default False

  `exclude_environment`

    Exclude environment pass from combined

    Type: | boolean, default False

  `exclude_indirect`

    Exclude indirect pass from combined

    Type: | boolean, default False

  `exclude_reflection`

    Exclude raytraced reflection pass from combined

    Type: | boolean, default False

  `exclude_refraction`

    Exclude raytraced refraction pass from combined

    Type: | boolean, default False

  `exclude_shadow`

    Exclude shadow pass from combined

    Type: | boolean, default False

  `exclude_specular`

    Exclude specular pass from combined

    Type: | boolean, default False

  `freestyle_settings`

    Type: | `FreestyleSettings`, (readonly, never None)

  `invert_zmask`

    For Zmask, only render what is behind solid z values instead of in front

    Type: | boolean, default False

  `layers`

    Scene layers included in this render layer

    Type: | boolean array of 20 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)

  `layers_exclude`

    Exclude scene layers from having any influence

    Type: | boolean array of 20 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)

  `layers_zmask`

    Zmask scene layers for solid faces

    Type: | boolean array of 20 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)

  `light_override`

    Group to override all other lights in this render layer

    Type: | `Group`

  `material_override`

    Material to override all other materials in this render layer

    Type: | `Material`

  `name`

    Render layer name

    Type: | string, default “”, (never None)

  `pass_alpha_threshold`

    Z, Index, normal, UV and vector passes are only affected by surfaces with alpha transparency equal to or higher than this threshold

    Type: | float in [0, 1], default 0.0

  `samples`

    Override number of render samples for this render layer, 0 will use the scene setting

    Type: | int in [0, inf], default 0

  `use`

    Disable or enable the render layer

    Type: | boolean, default False

  `use_all_z`

    Fill in Z values for solid faces in invisible layers, for masking

    Type: | boolean, default False

  `use_edge_enhance`

    Render Edge-enhance in this Layer (only works for Solid faces)

    Type: | boolean, default False

  `use_freestyle`

    Render stylized strokes in this Layer

    Type: | boolean, default False

  `use_halo`

    Render Halos in this Layer (on top of Solid)

    Type: | boolean, default False

  `use_pass_ambient_occlusion`

    Deliver AO pass

    Type: | boolean, default False

  `use_pass_color`

    Deliver shade-less color pass

    Type: | boolean, default False

  `use_pass_combined`

    Deliver full combined RGBA buffer

    Type: | boolean, default False

  `use_pass_diffuse`

    Deliver diffuse pass

    Type: | boolean, default False

  `use_pass_diffuse_color`

    Deliver diffuse color pass

    Type: | boolean, default False

  `use_pass_diffuse_direct`

    Deliver diffuse direct pass

    Type: | boolean, default False

  `use_pass_diffuse_indirect`

    Deliver diffuse indirect pass

    Type: | boolean, default False

  `use_pass_emit`

    Deliver emission pass

    Type: | boolean, default False

  `use_pass_environment`

    Deliver environment lighting pass

    Type: | boolean, default False

  `use_pass_glossy_color`

    Deliver glossy color pass

    Type: | boolean, default False

  `use_pass_glossy_direct`

    Deliver glossy direct pass

    Type: | boolean, default False

  `use_pass_glossy_indirect`

    Deliver glossy indirect pass

    Type: | boolean, default False

  `use_pass_indirect`

    Deliver indirect lighting pass

    Type: | boolean, default False

  `use_pass_material_index`

    Deliver material index pass

    Type: | boolean, default False

  `use_pass_mist`

    Deliver mist factor pass (0.0-1.0)

    Type: | boolean, default False

  `use_pass_normal`

    Deliver normal pass

    Type: | boolean, default False

  `use_pass_object_index`

    Deliver object index pass

    Type: | boolean, default False

  `use_pass_reflection`

    Deliver raytraced reflection pass

    Type: | boolean, default False

  `use_pass_refraction`

    Deliver raytraced refraction pass

    Type: | boolean, default False

  `use_pass_shadow`

    Deliver shadow pass

    Type: | boolean, default False

  `use_pass_specular`

    Deliver specular pass

    Type: | boolean, default False

  `use_pass_subsurface_color`

    Deliver subsurface color pass

    Type: | boolean, default False

  `use_pass_subsurface_direct`

    Deliver subsurface direct pass

    Type: | boolean, default False

  `use_pass_subsurface_indirect`

    Deliver subsurface indirect pass

    Type: | boolean, default False

  `use_pass_transmission_color`

    Deliver transmission color pass

    Type: | boolean, default False

  `use_pass_transmission_direct`

    Deliver transmission direct pass

    Type: | boolean, default False

  `use_pass_transmission_indirect`

    Deliver transmission indirect pass

    Type: | boolean, default False

  `use_pass_uv`

    Deliver texture UV pass

    Type: | boolean, default False

  `use_pass_vector`

    Deliver speed vector pass

    Type: | boolean, default False

  `use_pass_z`

    Deliver Z values pass

    Type: | boolean, default False

  `use_sky`

    Render Sky in this Layer

    Type: | boolean, default False

  `use_solid`

    Render Solid faces in this Layer

    Type: | boolean, default False

  `use_strand`

    Render Strands in this Layer

    Type: | boolean, default False

  `use_zmask`

    Only render what’s in front of the solid z values

    Type: | boolean, default False

  `use_ztransp`

    Render Z-Transparent faces in this Layer (on top of Solid and Halos)

    Type: | boolean, default False

Inherited Properties

`bpy_struct.id_data` |

Inherited Functions

`bpy_struct.as_pointer` `bpy_struct.driver_add` `bpy_struct.driver_remove` `bpy_struct.get` `bpy_struct.is_property_hidden` `bpy_struct.is_property_readonly` `bpy_struct.is_property_set` `bpy_struct.items` | `bpy_struct.keyframe_delete` `bpy_struct.keyframe_insert` `bpy_struct.keys` `bpy_struct.path_from_id` `bpy_struct.path_resolve` `bpy_struct.property_unset` `bpy_struct.type_recast` `bpy_struct.values`

References

`RenderLayers.active` `RenderLayers.new` | `RenderLayers.remove` `RenderSettings.layers`