View3DShading(bpy_struct)#

base class — bpy_struct

class bpy.types.View3DShading(bpy_struct)#

Settings for shading in the 3D viewport

aov_name#

Name of the active Shader AOV

Type:

string, default “”, (never None)

background_color#

Color for custom background color

Type:

mathutils.Color of 3 items in [0, 1], default (0.05, 0.05, 0.05)

background_type#

Way to display the background

  • THEME Theme – Use the theme for background color.

  • WORLD World – Use the world for background color.

  • VIEWPORT Viewport – Use a custom color limited to this viewport only.

Type:

enum in [‘THEME’, ‘WORLD’, ‘VIEWPORT’], default ‘THEME’

cavity_ridge_factor#

Factor for the cavity ridges

Type:

float in [0, 250], default 1.0

cavity_type#

Way to display the cavity shading

  • WORLD World – Cavity shading computed in world space, useful for larger-scale occlusion.

  • SCREEN Screen – Curvature-based shading, useful for making fine details more visible.

  • BOTH Both – Use both effects simultaneously.

Type:

enum in [‘WORLD’, ‘SCREEN’, ‘BOTH’], default ‘SCREEN’

cavity_valley_factor#

Factor for the cavity valleys

Type:

float in [0, 250], default 1.0

color_type#

Color Type

  • MATERIAL Material – Show material color.

  • SINGLE Single – Show scene in a single color.

  • OBJECT Object – Show object color.

  • RANDOM Random – Show random object color.

  • VERTEX Attribute – Show active color attribute.

  • TEXTURE Texture – Show the texture from the active image texture node using the active UV map coordinates.

Type:

enum in [‘MATERIAL’, ‘SINGLE’, ‘OBJECT’, ‘RANDOM’, ‘VERTEX’, ‘TEXTURE’], default ‘MATERIAL’

curvature_ridge_factor#

Factor for the curvature ridges

Type:

float in [0, 2], default 1.0

curvature_valley_factor#

Factor for the curvature valleys

Type:

float in [0, 2], default 1.0

cycles#
Type:

CyclesView3DShadingSettings, (readonly)

light#

Lighting Method for Solid/Texture Viewport Shading

  • STUDIO Studio – Display using studio lighting.

  • MATCAP MatCap – Display using matcap material and lighting.

  • FLAT Flat – Display using flat lighting.

Type:

enum in [‘STUDIO’, ‘MATCAP’, ‘FLAT’], default ‘STUDIO’

object_outline_color#

Color for object outline

Type:

mathutils.Color of 3 items in [0, 1], default (0.0, 0.0, 0.0)

render_pass#

Render Pass to show in the viewport

Type:

enum in [‘COMBINED’, ‘EMISSION’, ‘ENVIRONMENT’, ‘AO’, ‘SHADOW’, ‘TRANSPARENT’, ‘DIFFUSE_LIGHT’, ‘DIFFUSE_COLOR’, ‘SPECULAR_LIGHT’, ‘SPECULAR_COLOR’, ‘VOLUME_LIGHT’, ‘NORMAL’, ‘MIST’, ‘CryptoObject’, ‘CryptoAsset’, ‘CryptoMaterial’, ‘AOV’], default ‘COMBINED’

selected_studio_light#

Selected StudioLight

Type:

StudioLight, (readonly)

shadow_intensity#

Darkness of shadows

Type:

float in [0, 1], default 0.5

show_backface_culling#

Use back face culling to hide the back side of faces

Type:

boolean, default False

show_cavity#

Show Cavity

Type:

boolean, default False

show_object_outline#

Show Object Outline

Type:

boolean, default False

show_shadows#

Show Shadow

Type:

boolean, default False

show_specular_highlight#

Render specular highlights

Type:

boolean, default True

show_xray#

Show whole scene transparent

Type:

boolean, default False

show_xray_wireframe#

Show whole scene transparent

Type:

boolean, default True

single_color#

Color for single color mode

Type:

mathutils.Color of 3 items in [0, 1], default (0.8, 0.8, 0.8)

studio_light#

Studio lighting setup

Type:

enum in [‘DEFAULT’], default ‘DEFAULT’

studiolight_background_alpha#

Show the studiolight in the background

Type:

float in [0, 1], default 0.0

studiolight_background_blur#

Blur the studiolight in the background

Type:

float in [0, 1], default 0.5

studiolight_intensity#

Strength of the studiolight

Type:

float in [0, inf], default 1.0

studiolight_rotate_z#

Rotation of the studiolight around the Z-Axis

Type:

float in [-3.14159, 3.14159], default 0.0

type#

Method to display/shade objects in the 3D View

Type:

enum in Shading Type Items, default ‘SOLID’

use_compositor#

When to preview the compositor output inside the viewport

  • DISABLED Disabled – The compositor is disabled.

  • CAMERA Camera – The compositor is enabled only in camera view.

  • ALWAYS Always – The compositor is always enabled regardless of the view.

Type:

enum in [‘DISABLED’, ‘CAMERA’, ‘ALWAYS’], default ‘DISABLED’

use_dof#

Use depth of field on viewport using the values from the active camera

Type:

boolean, default False

use_scene_lights#

Render lights and light probes of the scene

Type:

boolean, default False

use_scene_lights_render#

Render lights and light probes of the scene

Type:

boolean, default True

use_scene_world#

Use scene world for lighting

Type:

boolean, default False

use_scene_world_render#

Use scene world for lighting

Type:

boolean, default True

use_studiolight_view_rotation#

Make the HDR rotation fixed and not follow the camera

Type:

boolean, default False

use_world_space_lighting#

Make the lighting fixed and not follow the camera

Type:

boolean, default False

wireframe_color_type#

Wire Color Type

  • THEME Theme – Show scene wireframes with the theme’s wire color.

  • OBJECT Object – Show object color on wireframe.

  • RANDOM Random – Show random object color on wireframe.

Type:

enum in [‘THEME’, ‘OBJECT’, ‘RANDOM’], default ‘THEME’

xray_alpha#

Amount of alpha to use

Type:

float in [0, 1], default 0.5

xray_alpha_wireframe#

Amount of alpha to use

Type:

float in [0, 1], default 0.5

classmethod bl_rna_get_subclass(id, default=None)#
Parameters:

id (string) – The RNA type identifier.

Returns:

The RNA type or default when not found.

Return type:

bpy.types.Struct subclass

classmethod bl_rna_get_subclass_py(id, default=None)#
Parameters:

id (string) – The RNA type identifier.

Returns:

The class or default when not found.

Return type:

type

Inherited Properties#

Inherited Functions#

References#