SceneRenderLayer(bpy_struct)

base class — bpy_struct

class bpy.types.SceneRenderLayer(bpy_struct)

Render layer

exclude_ambient_occlusion

Exclude AO pass from combined

Type :boolean, default False
exclude_emit

Exclude emission pass from combined

Type :boolean, default False
exclude_environment

Exclude environment pass from combined

Type :boolean, default False
exclude_indirect

Exclude indirect pass from combined

Type :boolean, default False
exclude_reflection

Exclude raytraced reflection pass from combined

Type :boolean, default False
exclude_refraction

Exclude raytraced refraction pass from combined

Type :boolean, default False
exclude_shadow

Exclude shadow pass from combined

Type :boolean, default False
exclude_specular

Exclude specular pass from combined

Type :boolean, default False
invert_zmask

For Zmask, only render what is behind solid z values instead of in front

Type :boolean, default False
layers

Scene layers included in this render layer

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)
layers_zmask

Zmask scene layers for solid faces

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)
light_override

Group to override all other lights in this render layer

Type :Group
material_override

Material to override all other materials in this render layer

Type :Material
name

Render layer name

Type :string, default “”
use

Disable or enable the render layer

Type :boolean, default False
use_all_z

Fill in Z values for solid faces in invisible layers, for masking

Type :boolean, default False
use_edge_enhance

Render Edge-enhance in this Layer (only works for Solid faces)

Type :boolean, default False
use_halo

Render Halos in this Layer (on top of Solid)

Type :boolean, default False
use_pass_ambient_occlusion

Deliver AO pass

Type :boolean, default False
use_pass_color

Deliver shade-less color pass

Type :boolean, default False
use_pass_combined

Deliver full combined RGBA buffer

Type :boolean, default False
use_pass_diffuse

Deliver diffuse pass

Type :boolean, default False
use_pass_emit

Deliver emission pass

Type :boolean, default False
use_pass_environment

Deliver environment lighting pass

Type :boolean, default False
use_pass_indirect

Deliver indirect lighting pass

Type :boolean, default False
use_pass_material_index

Deliver material index pass

Type :boolean, default False
use_pass_mist

Deliver mist factor pass (0.0-1.0)

Type :boolean, default False
use_pass_normal

Deliver normal pass

Type :boolean, default False
use_pass_object_index

Deliver object index pass

Type :boolean, default False
use_pass_reflection

Deliver raytraced reflection pass

Type :boolean, default False
use_pass_refraction

Deliver raytraced refraction pass

Type :boolean, default False
use_pass_shadow

Deliver shadow pass

Type :boolean, default False
use_pass_specular

Deliver specular pass

Type :boolean, default False
use_pass_uv

Deliver texture UV pass

Type :boolean, default False
use_pass_vector

Deliver speed vector pass

Type :boolean, default False
use_pass_z

Deliver Z values pass

Type :boolean, default False
use_sky

Render Sky in this Layer

Type :boolean, default False
use_solid

Render Solid faces in this Layer

Type :boolean, default False
use_strand

Render Strands in this Layer

Type :boolean, default False
use_zmask

Only render what’s in front of the solid z values

Type :boolean, default False
use_ztransp

Render Z-Transparent faces in this Layer (On top of Solid and Halos)

Type :boolean, default False

Inherited Properties

Inherited Functions

References

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SceneObjects(bpy_struct)

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