# Scene(ID)

base classes — `bpy_struct`, `ID`

class `bpy.types.``Scene`(ID)

  Scene data block, consisting in objects and defining time and render related settings

  `active_clip`

    Active movie clip used for constraints and viewport drawing

    Type: | `MovieClip`

  `active_layer`

    Active scene layer index

    Type: | int in [-inf, inf], default 0, (readonly)

  `animation_data`

    Animation data for this data-block

    Type: | `AnimData`, (readonly)

  `audio_distance_model`

    Distance model for distance attenuation calculation

    - `NONE` None, No distance attenuation.
    - `INVERSE` Inverse, Inverse distance model.
    - `INVERSE_CLAMPED` Inverse Clamped, Inverse distance model with clamping.
    - `LINEAR` Linear, Linear distance model.
    - `LINEAR_CLAMPED` Linear Clamped, Linear distance model with clamping.
    - `EXPONENT` Exponent, Exponent distance model.
    - `EXPONENT_CLAMPED` Exponent Clamped, Exponent distance model with clamping.

    Type: | enum in [‘NONE’, ‘INVERSE’, ‘INVERSE_CLAMPED’, ‘LINEAR’, ‘LINEAR_CLAMPED’, ‘EXPONENT’, ‘EXPONENT_CLAMPED’], default ‘NONE’

  `audio_doppler_factor`

    Pitch factor for Doppler effect calculation

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

  `audio_doppler_speed`

    Speed of sound for Doppler effect calculation

    Type: | float in [0.01, inf], default 0.0

  `audio_volume`

    Audio volume

    Type: | float in [0, 100], default 0.0

  `background_set`

    Background set scene

    Type: | `Scene`

  `camera`

    Active camera, used for rendering the scene

    Type: | `Object`

  `cursor_location`

    3D cursor location

    Type: | float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)

  `cycles`

    Cycles render settings

    Type: | `CyclesRenderSettings`, (readonly)

  `cycles_curves`

    Cycles hair rendering settings

    Type: | `CyclesCurveRenderSettings`, (readonly)

  `depsgraph`

    Dependencies in the scene data

    Type: | `Depsgraph`, (readonly)

  `display_settings`

    Settings of device saved image would be displayed on

    Type: | `ColorManagedDisplaySettings`, (readonly)

  `frame_current`

    Current Frame, to update animation data from python frame_set() instead

    Type: | int in [-300000, 300000], default 0

  `frame_current_final`

    Current frame with subframe and time remapping applied

    Type: | float in [-300000, 300000], default 0.0, (readonly)

  `frame_end`

    Final frame of the playback/rendering range

    Type: | int in [0, 300000], default 0

  `frame_preview_end`

    Alternative end frame for UI playback

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

  `frame_preview_start`

    Alternative start frame for UI playback

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

  `frame_start`

    First frame of the playback/rendering range

    Type: | int in [0, 300000], default 0

  `frame_step`

    Number of frames to skip forward while rendering/playing back each frame

    Type: | int in [0, 300000], default 0

  `frame_subframe`

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

  `game_settings`

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

  `gravity`

    Constant acceleration in a given direction

    Type: | float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)

  `grease_pencil`

    Grease Pencil data-block

    Type: | `GreasePencil`

  `is_nla_tweakmode`

    Whether there is any action referenced by NLA being edited (strictly read-only)

    Type: | boolean, default False, (readonly)

  `keying_sets`

    Absolute Keying Sets for this Scene

    Type: | `KeyingSets` `bpy_prop_collection` of `KeyingSet`, (readonly)

  `keying_sets_all`

    All Keying Sets available for use (Builtins and Absolute Keying Sets for this Scene)

    Type: | `KeyingSetsAll` `bpy_prop_collection` of `KeyingSet`, (readonly)

  `layers`

    Visible layers - Shift-Click/Drag to select multiple layers

    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)

  `lock_frame_selection_to_range`

    Don’t allow frame to be selected with mouse outside of frame range

    Type: | boolean, default False

  `node_tree`

    Compositing node tree

    Type: | `NodeTree`, (readonly)

  `object_bases`

    Type: | `SceneBases` `bpy_prop_collection` of `ObjectBase`, (readonly)

  `objects`

    Type: | `SceneObjects` `bpy_prop_collection` of `Object`, (readonly)

  `orientations`

    Type: | `bpy_prop_collection` of `TransformOrientation`, (readonly)

  `render`

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

  `rigidbody_world`

    Type: | `RigidBodyWorld`, (readonly)

  `safe_areas`

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

  `sequence_editor`

    Type: | `SequenceEditor`, (readonly)

  `sequencer_colorspace_settings`

    Settings of color space sequencer is working in

    Type: | `ColorManagedSequencerColorspaceSettings`, (readonly)

  `show_keys_from_selected_only`

    Consider keyframes for active Object and/or its selected bones only (in timeline and when jumping between keyframes)

    Type: | boolean, default False

  `sync_mode`

    How to sync playback

    - `NONE` No Sync, Do not sync, play every frame.
    - `FRAME_DROP` Frame Dropping, Drop frames if playback is too slow.
    - `AUDIO_SYNC` AV-sync, Sync to audio playback, dropping frames.

    Type: | enum in [‘NONE’, ‘FRAME_DROP’, ‘AUDIO_SYNC’], default ‘NONE’

  `timeline_markers`

    Markers used in all timelines for the current scene

    Type: | `TimelineMarkers` `bpy_prop_collection` of `TimelineMarker`, (readonly)

  `tool_settings`

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

  `unit_settings`

    Unit editing settings

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

  `use_audio`

    Play back of audio from Sequence Editor will be muted

    Type: | boolean, default False

  `use_audio_scrub`

    Play audio from Sequence Editor while scrubbing

    Type: | boolean, default False

  `use_audio_sync`

    Play back and sync with audio clock, dropping frames if frame display is too slow

    Type: | boolean, default False

  `use_frame_drop`

    Play back dropping frames if frame display is too slow

    Type: | boolean, default False

  `use_gravity`

    Use global gravity for all dynamics

    Type: | boolean, default False

  `use_nodes`

    Enable the compositing node tree

    Type: | boolean, default False

  `use_preview_range`

    Use an alternative start/end frame range for animation playback and OpenGL renders instead of the Render properties start/end frame range

    Type: | boolean, default False

  `use_stamp_note`

    User defined note for the render stamping

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

  `view_settings`

    Color management settings applied on image before saving

    Type: | `ColorManagedViewSettings`, (readonly)

  `world`

    World used for rendering the scene

    Type: | `World`

  `sequence_editor_create`()

    Ensure sequence editor is valid in this scene

    Returns: | New sequence editor data or NULL
    Return type: | `SequenceEditor`

  `sequence_editor_clear`()

    Clear sequence editor in this scene

  `statistics`()

    statistics

    Returns: | Statistics
    Return type: | string, (never None)

  `frame_set`(frame, subframe=0.0)

    Set scene frame updating all objects immediately

    Parameters: | frame (int in [-300000, 300000]) – Frame number to set subframe (float in [0, 1], (optional)) – Sub-frame time, between 0.0 and 1.0

  `update`()

    Update data tagged to be updated from previous access to data or operators

  `uvedit_aspect`(object)

    Get uv aspect for current object

    Parameters: | object (`Object`, (never None)) – Object
    Returns: | aspect
    Return type: | float array of 2 items in [0, inf]

  `ray_cast`(start, end)

    Cast a ray onto in object space

    Return (result, object, matrix, location, normal):
    | result, , boolean object, Ray cast object, `Object` matrix, Matrix, float array of 16 items in [-inf, inf] location, The hit location of this ray cast, float array of 3 items in [-inf, inf] normal, The face normal at the ray cast hit location, float array of 3 items in [-inf, inf]

Inherited Properties

`bpy_struct.id_data` `ID.name` `ID.users` `ID.use_fake_user` `ID.tag` | `ID.is_updated` `ID.is_updated_data` `ID.is_library_indirect` `ID.library` `ID.preview`

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` `ID.copy` `ID.user_clear` `ID.animation_data_create` `ID.animation_data_clear` `ID.update_tag`

References

`bpy.context.scene` `BlendData.scenes` `BlendDataMeshes.new_from_object` `BlendDataScenes.new` `BlendDataScenes.remove` `Camera.view_frame` `CompositorNodeDefocus.scene` `CompositorNodeRLayers.scene` `Context.scene` `EnvironmentMap.save` `Image.save_render` `Object.camera_fit_coords` `Object.dupli_list_create` `Object.is_deform_modified` `Object.is_modified` | `Object.is_visible` `Object.to_mesh` `ParticleSystem.set_resolution` `RenderEngine.bake` `RenderEngine.bind_display_space_shader` `RenderEngine.render` `RenderEngine.support_display_space_shader` `RenderEngine.update` `Scene.background_set` `SceneActuator.scene` `SceneSequence.scene` `Screen.scene` `Sequences.new_scene` `ShaderNodeTexPointDensity.calc_point_density`