WorldLighting(bpy_struct)

base class — bpy_struct

class bpy.types.WorldLighting(bpy_struct)

Lighting for a World datablock

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

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 (for Approximate)

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

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 (for Approximate)

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

Distance attenuation factor, the higher, the ‘shorter’ the shadows

Type :float in [-inf, inf], default 0.0
gather_method
Type :enum in [‘RAYTRACE’, ‘APPROXIMATE’], default ‘RAYTRACE’
indirect_bounces

Number of indirect diffuse light bounces to use for approximate ambient occlusion

Type :int in [1, inf], 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 overocclusion (for approximate ambient occlusion)

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

Method for generating shadow samples (for Raytrace)

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, 32], 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 neighbouring pixels for speedup (for Approximate)

Type :boolean, default False
use_environment_light

Add light coming from the environment

Type :boolean, default False
use_falloff
Type :boolean, default False
use_indirect_light

Add indirect light bouncing of surrounding objects

Type :boolean, default False

Inherited Properties

Inherited Functions

References

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World(ID)

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WorldMistSettings(bpy_struct)