# CyclesRenderSettings(PropertyGroup)

base classes — `bpy_struct`, `PropertyGroup`

class `bpy.types.``CyclesRenderSettings`(PropertyGroup)
  `aa_samples`

    Number of antialiasing samples to render for each pixel

    Type: | int in [1, 10000], default 4

  `ao_samples`

    Number of ambient occlusion samples to render for each AA sample

    Type: | int in [1, 10000], default 1

  `bake_type`

    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’

  `blur_glossy`

    Adaptively blur glossy shaders after blurry bounces, to reduce noise at the cost of accuracy

    Type: | float in [0, 10], default 0.0

  `camera_cull_margin`

    Margin for the camera space culling

    Type: | float in [0, 5], default 0.1

  `caustics_reflective`

    Use reflective caustics, resulting in a brighter image (more noise but added realism)

    Type: | boolean, default True

  `caustics_refractive`

    Use refractive caustics, resulting in a brighter image (more noise but added realism)

    Type: | boolean, default True

  `debug_bvh_type`

    Choose between faster updates, or faster render

    - `DYNAMIC_BVH` Dynamic BVH, Objects can be individually updated, at the cost of slower render time.
    - `STATIC_BVH` Static BVH, Any object modification requires a complete BVH rebuild, but renders faster.

    Type: | enum in [‘DYNAMIC_BVH’, ‘STATIC_BVH’], default ‘DYNAMIC_BVH’

  `debug_cancel_timeout`

    Type: | float in [0.01, 10], default 0.1

  `debug_reset_timeout`

    Type: | float in [0.01, 10], default 0.1

  `debug_text_timeout`

    Type: | float in [0.01, 10], default 1.0

  `debug_tile_size`

    Type: | int in [1, 4096], default 1024

  `debug_use_spatial_splits`

    Use BVH spatial splits: longer builder time, faster render

    Type: | boolean, default False

  `device`

    Device to use for rendering

    - `CPU` CPU, Use CPU for rendering.
    - `GPU` GPU Compute, Use GPU compute device for rendering, configured in user preferences.

    Type: | enum in [‘CPU’, ‘GPU’], default ‘CPU’

  `diffuse_bounces`

    Maximum number of diffuse reflection bounces, bounded by total maximum

    Type: | int in [0, 1024], default 4

  `diffuse_samples`

    Number of diffuse bounce samples to render for each AA sample

    Type: | int in [1, 10000], default 1

  `feature_set`

    Feature set to use for rendering

    - `SUPPORTED` Supported, Only use finished and supported features.
    - `EXPERIMENTAL` Experimental, Use experimental and incomplete features that might be broken or change in the future.

    Type: | enum in [‘SUPPORTED’, ‘EXPERIMENTAL’], default ‘SUPPORTED’

  `film_exposure`

    Image brightness scale

    Type: | float in [0, 10], default 1.0

  `film_transparent`

    World background is transparent with premultiplied alpha

    Type: | boolean, default False

  `filter_type`

    Pixel filter type

    - `BOX` Box, Box filter.
    - `GAUSSIAN` Gaussian, Gaussian filter.

    Type: | enum in [‘BOX’, ‘GAUSSIAN’], default ‘GAUSSIAN’

  `filter_width`

    Pixel filter width

    Type: | float in [0.01, 10], default 1.5

  `glossy_bounces`

    Maximum number of glossy reflection bounces, bounded by total maximum

    Type: | int in [0, 1024], default 4

  `glossy_samples`

    Number of glossy bounce samples to render for each AA sample

    Type: | int in [1, 10000], default 1

  `max_bounces`

    Total maximum number of bounces

    Type: | int in [0, 1024], default 12

  `mesh_light_samples`

    Number of mesh emission light samples to render for each AA sample

    Type: | int in [1, 10000], default 1

  `min_bounces`

    Minimum number of bounces, setting this lower than the maximum enables probabilistic path termination (faster but noisier)

    Type: | int in [0, 1024], default 3

  `motion_blur_position`

    Offset for the shutter’s time interval, allows to change the motion blur trails

    - `START` Start on Frame, The shutter opens at the current frame.
    - `CENTER` Center on Frame, The shutter is open during the current frame.
    - `END` End on Frame, The shutter closes at the current frame.

    Type: | enum in [‘START’, ‘CENTER’, ‘END’], default ‘CENTER’

  `preview_aa_samples`

    Number of antialiasing samples to render in the viewport, unlimited if 0

    Type: | int in [0, 10000], default 4

  `preview_active_layer`

    Preview active render layer in viewport

    Type: | boolean, default False

  `preview_pause`

    Pause all viewport preview renders

    Type: | boolean, default False

  `preview_samples`

    Number of samples to render in the viewport, unlimited if 0

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

  `preview_start_resolution`

    Resolution to start rendering preview at, progressively increasing it to the full viewport size

    Type: | int in [8, 16384], default 64

  `progressive`

    Method to sample lights and materials

    - `BRANCHED_PATH` Branched Path Tracing, Path tracing integrator that branches on the first bounce, giving more control over the number of light and material samples.
    - `PATH` Path Tracing, Pure path tracing integrator.

    Type: | enum in [‘BRANCHED_PATH’, ‘PATH’], default ‘PATH’

  `sample_all_lights_direct`

    Sample all lights (for direct samples), rather than randomly picking one

    Type: | boolean, default True

  `sample_all_lights_indirect`

    Sample all lights (for indirect samples), rather than randomly picking one

    Type: | boolean, default True

  `sample_clamp_direct`

    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

  `sample_clamp_indirect`

    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

  `samples`

    Number of samples to render for each pixel

    Type: | int in [1, inf], default 10

  `sampling_pattern`

    Random sampling pattern used by the integrator

    - `SOBOL` Sobol, Use Sobol random sampling pattern.
    - `CORRELATED_MUTI_JITTER` Correlated Multi-Jitter, Use Correlated Multi-Jitter random sampling pattern.

    Type: | enum in [‘SOBOL’, ‘CORRELATED_MUTI_JITTER’], default ‘SOBOL’

  `seed`

    Seed value for integrator to get different noise patterns

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

  `shading_system`

    Use Open Shading Language (CPU rendering only)

    Type: | boolean, default False

  `subsurface_samples`

    Number of subsurface scattering samples to render for each AA sample

    Type: | int in [1, 10000], default 1

  `tile_order`

    Tile order for rendering

    - `CENTER` Center, Render from center to the edges.
    - `RIGHT_TO_LEFT` Right to Left, Render from right to left.
    - `LEFT_TO_RIGHT` Left to Right, Render from left to right.
    - `TOP_TO_BOTTOM` Top to Bottom, Render from top to bottom.
    - `BOTTOM_TO_TOP` Bottom to Top, Render from bottom to top.

    Type: | enum in [‘CENTER’, ‘RIGHT_TO_LEFT’, ‘LEFT_TO_RIGHT’, ‘TOP_TO_BOTTOM’, ‘BOTTOM_TO_TOP’], default ‘CENTER’

  `transmission_bounces`

    Maximum number of transmission bounces, bounded by total maximum

    Type: | int in [0, 1024], default 12

  `transmission_samples`

    Number of transmission bounce samples to render for each AA sample

    Type: | int in [1, 10000], default 1

  `transparent_max_bounces`

    Maximum number of transparent bounces

    Type: | int in [0, 1024], default 8

  `transparent_min_bounces`

    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

  `use_animated_seed`

    Use different seed values (and hence noise patterns) at different frames

    Type: | boolean, default False

  `use_camera_cull`

    Allow objects to be culled based on the camera frustum

    Type: | boolean, default False

  `use_layer_samples`

    How to use per render layer sample settings

    - `USE` Use, Per render layer number of samples override scene samples.
    - `BOUNDED` Bounded, Bound per render layer number of samples by global samples.
    - `IGNORE` Ignore, Ignore per render layer number of samples.

    Type: | enum in [‘USE’, ‘BOUNDED’, ‘IGNORE’], default ‘USE’

  `use_progressive_refine`

    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

  `use_square_samples`

    Square sampling values for easier artist control

    Type: | boolean, default False

  `use_transparent_shadows`

    Use transparency of surfaces for rendering shadows

    Type: | boolean, default True

  `volume_bounces`

    Maximum number of volumetric scattering events

    Type: | int in [0, 1024], default 0

  `volume_max_steps`

    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

  `volume_samples`

    Number of volume scattering samples to render for each AA sample

    Type: | int in [1, 10000], default 0

  `volume_step_size`

    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

Inherited Properties

`bpy_struct.id_data` | `PropertyGroup.name`

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

`Scene.cycles` |