CyclesMaterialSettings(PropertyGroup)

base classes — bpy_struct, PropertyGroup

class bpy.types.CyclesMaterialSettings(PropertyGroup)
homogeneous_volume

When using volume rendering, assume volume has the same density everywhere (not using any textures), for faster rendering

Type:boolean, default False
sample_as_light

Use multiple importance sampling for this material, disabling may reduce overall noise for large objects that emit little light compared to other light sources

Type:boolean, default True
use_transparent_shadow

Use transparent shadows for this material if it contains a Transparent BSDF, disabling will render faster but not give accurate shadows

Type:boolean, default True
volume_sampling

Sampling method to use for volumes

  • DISTANCE Distance, Use distance sampling, best for dense volumes with lights far away.
  • EQUIANGULAR Equiangular, Use equiangular sampling, best for volumes with low density with light inside or near the volume.
  • MULTIPLE_IMPORTANCE Multiple Importance, Combine distance and equi-angular sampling for volumes where neither method is ideal.
Type:enum in [‘DISTANCE’, ‘EQUIANGULAR’, ‘MULTIPLE_IMPORTANCE’], default ‘DISTANCE’

Inherited Properties

Inherited Functions

References

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CyclesMeshSettings(PropertyGroup)