# WorldLighting(bpy_struct)

base class — `bpy_struct`

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

  Lighting for a World data-block

  `adapt_to_speed`

    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

  `ao_blend_type`

    Defines how AO mixes with material shading

    - `MULTIPLY` Multiply, Multiply direct lighting with ambient occlusion, darkening the result.
    - `ADD` Add, Add light and shadow.

    Type: | enum in [‘MULTIPLY’, ‘ADD’], default ‘ADD’

  `ao_factor`

    Factor for ambient occlusion blending

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

  `bias`

    Bias (in radians) to prevent smoothed faces from showing banding (for Raytrace Constant Jittered)

    Type: | float in [0, 0.5], default 0.0

  `correction`

    Ad-hoc correction for over-occlusion due to the approximation

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

  `distance`

    Length of rays, defines how far away other faces give occlusion effect

    Type: | float in [-inf, inf], default 0.0

  `environment_color`

    Defines where the color of the environment light comes from

    - `PLAIN` White, Plain diffuse energy (white.).
    - `SKY_COLOR` Sky Color, Use horizon and zenith color for diffuse energy.
    - `SKY_TEXTURE` Sky Texture, Does full Sky texture render for diffuse energy.

    Type: | enum in [‘PLAIN’, ‘SKY_COLOR’, ‘SKY_TEXTURE’], default ‘PLAIN’

  `environment_energy`

    Defines the strength of environment light

    Type: | float in [-inf, inf], default 0.0

  `error_threshold`

    Low values are slower and higher quality

    Type: | float in [0.0001, 10], default 0.0

  `falloff_strength`

    Attenuation falloff strength, the higher, the less influence distant objects have

    Type: | float in [-inf, inf], default 0.0

  `gather_method`
    - `RAYTRACE` Raytrace, Accurate, but slow when noise-free results are required.
    - `APPROXIMATE` Approximate, Inaccurate, but faster and without noise.

    Type: | enum in [‘RAYTRACE’, ‘APPROXIMATE’], default ‘RAYTRACE’

  `indirect_bounces`

    Number of indirect diffuse light bounces

    Type: | int in [1, 32767], default 0

  `indirect_factor`

    Factor for how much surrounding objects contribute to light

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

  `passes`

    Number of preprocessing passes to reduce over-occlusion

    Type: | int in [0, 10], default 0

  `sample_method`

    Method for generating shadow samples (for Raytrace)

    - `CONSTANT_JITTERED` Constant Jittered, Fastest and gives the most noise.
    - `ADAPTIVE_QMC` Adaptive QMC, Fast in high-contrast areas.
    - `CONSTANT_QMC` Constant QMC, Best quality.

    Type: | enum in [‘CONSTANT_JITTERED’, ‘ADAPTIVE_QMC’, ‘CONSTANT_QMC’], default ‘CONSTANT_JITTERED’

  `samples`

    Amount of ray samples. Higher values give smoother results and longer rendering times

    Type: | int in [1, 128], default 0

  `threshold`

    Samples below this threshold will be considered fully shadowed/unshadowed and skipped (for Raytrace Adaptive QMC)

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

  `use_ambient_occlusion`

    Use Ambient Occlusion to add shadowing based on distance between objects

    Type: | boolean, default False

  `use_cache`

    Cache AO results in pixels and interpolate over neighboring pixels for speedup

    Type: | boolean, default False

  `use_environment_light`

    Add light coming from the environment

    Type: | boolean, default False

  `use_falloff`

    Distance will be used to attenuate shadows

    Type: | boolean, default False

  `use_indirect_light`

    Add indirect light bouncing of surrounding objects

    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

`World.light_settings` |