WorldLighting(bpy_struct)¶
base class — bpy_struct
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class
bpy.types.
WorldLighting
(bpy_struct)¶ Lighting for a World data-block
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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
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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’
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ao_factor
¶ Factor for ambient occlusion blending
Type: float in [0, inf], default 0.0
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bias
¶ Bias (in radians) to prevent smoothed faces from showing banding (for Raytrace Constant Jittered)
Type: float in [0, 0.5], default 0.0
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correction
¶ Ad-hoc correction for over-occlusion due to the approximation
Type: float in [0, 1], default 0.0
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distance
¶ Length of rays, defines how far away other faces give occlusion effect
Type: float in [-inf, inf], default 0.0
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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’
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environment_energy
¶ Defines the strength of environment light
Type: float in [-inf, inf], default 0.0
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error_threshold
¶ Low values are slower and higher quality
Type: float in [0.0001, 10], default 0.0
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falloff_strength
¶ Attenuation falloff strength, the higher, the less influence distant objects have
Type: float in [-inf, inf], default 0.0
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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’
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indirect_bounces
¶ Number of indirect diffuse light bounces
Type: int in [1, 32767], default 0
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indirect_factor
¶ Factor for how much surrounding objects contribute to light
Type: float in [0, inf], default 0.0
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passes
¶ Number of preprocessing passes to reduce over-occlusion
Type: int in [0, 10], default 0
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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’
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samples
¶ Amount of ray samples. Higher values give smoother results and longer rendering times
Type: int in [1, 128], default 0
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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
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use_ambient_occlusion
¶ Use Ambient Occlusion to add shadowing based on distance between objects
Type: boolean, default False
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use_cache
¶ Cache AO results in pixels and interpolate over neighboring pixels for speedup
Type: boolean, default False
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use_environment_light
¶ Add light coming from the environment
Type: boolean, default False
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use_falloff
¶ Distance will be used to attenuate shadows
Type: boolean, default False
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use_indirect_light
¶ Add indirect light bouncing of surrounding objects
Type: boolean, default False
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Inherited Properties
Inherited Functions
References