MaterialVolume(bpy_struct)

base class — bpy_struct

class bpy.types.MaterialVolume(bpy_struct)

Volume rendering settings for a Material datablock

asymmetry

Back scattering (-1.0) to Forward scattering (1.0) and the range in between

Type :float in [-1, 1], default 0.0
cache_resolution

Resolution of the voxel grid, low resolutions are faster, high resolutions use more memory

Type :int in [1, 1024], default 0
density

The base density of the volume

Type :float in [0, 1], default 0.0
density_scale

Multiplier for the material’s density

Type :float in [0, inf], default 0.0
depth_threshold

Stop ray marching early if transmission drops below this luminance - higher values give speedups in dense volumes at the expense of accuracy

Type :float in [0, 1], default 0.0
emission

Amount of light that gets emitted by the volume

Type :float in [0, inf], default 0.0
emission_color

Color of emitted light

Type :float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
light_method

Method of shading, attenuating, and scattering light through the volume

  • SHADELESS Shadeless, Do not calculate lighting and shadows.
  • SHADOWED Shadowed.
  • SHADED Shaded.
  • MULTIPLE_SCATTERING Multiple Scattering.
  • SHADED_PLUS_MULTIPLE_SCATTERING Shaded + Multiple Scattering.
Type :enum in [‘SHADELESS’, ‘SHADOWED’, ‘SHADED’, ‘MULTIPLE_SCATTERING’, ‘SHADED_PLUS_MULTIPLE_SCATTERING’], default ‘SHADELESS’
ms_diffusion

Diffusion factor, the strength of the blurring effect

Type :float in [0, inf], default 0.0
ms_intensity

Multiplier for multiple scattered light energy

Type :float in [0, inf], default 0.0
ms_spread

Proportional distance over which the light is diffused

Type :float in [0, inf], default 0.0
reflection

Multiplier to make out-scattered light brighter or darker (non-physically correct)

Type :float in [0, inf], default 0.0
reflection_color

Color of light scattered out of the volume (does not affect transmission)

Type :float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
scattering

Amount of light that gets scattered out by the volume - the more out-scattering, the shallower the light will penetrate

Type :float in [0, inf], default 0.0
step_method

Method of calculating the steps through the volume

Type :enum in [‘RANDOMIZED’, ‘CONSTANT’], default ‘RANDOMIZED’
step_size

Distance between subsequent volume depth samples

Type :float in [0, inf], default 0.0
transmission_color

Result color of the volume, after other light has been scattered/absorbed

Type :float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0)
use_external_shadows

Receive shadows from sources outside the volume (temporary)

Type :boolean, default False
use_light_cache

Pre-calculate the shading information into a voxel grid, speeds up shading at slightly less accuracy

Type :boolean, default False

Inherited Properties

Inherited Functions

References

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