CyclesRenderSettings(PropertyGroup)
base classes — bpy_struct, PropertyGroup
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class bpy.types.CyclesRenderSettings(PropertyGroup)
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aa_samples
Number of antialiasing samples to render for each pixel
Type : | int in [1, 10000], default 4 |
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ao_samples
Number of ambient occlusion samples to render for each AA sample
Type : | int in [1, 10000], default 1 |
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blur_glossy
Adaptively blur glossy shaders after blurry bounces, to reduce noise at the cost of accuracy
Type : | float in [0, 10], default 0.0 |
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debug_bvh_type
Choose between faster updates, or faster render
- DYNAMIC_BVH Dynamic BVH, Objects can be individually updated, at the cost of slower render time.
- STATIC_BVH Static BVH, Any object modification requires a complete BVH rebuild, but renders faster.
Type : | enum in [‘DYNAMIC_BVH’, ‘STATIC_BVH’], default ‘DYNAMIC_BVH’ |
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debug_cancel_timeout
Type : | float in [0.01, 10], default 0.1 |
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debug_reset_timeout
Type : | float in [0.01, 10], default 0.1 |
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debug_text_timeout
Type : | float in [0.01, 10], default 1.0 |
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debug_tile_size
Type : | int in [1, 4096], default 1024 |
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debug_use_spatial_splits
Use BVH spatial splits: longer builder time, faster render
Type : | boolean, default False |
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device
Device to use for rendering
- CPU CPU, Use CPU for rendering.
- GPU GPU Compute, Use GPU compute device for rendering, configured in user preferences.
Type : | enum in [‘CPU’, ‘GPU’], default ‘CPU’ |
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diffuse_bounces
Maximum number of diffuse reflection bounces, bounded by total maximum
Type : | int in [0, 1024], default 128 |
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diffuse_samples
Number of diffuse bounce samples to render for each AA sample
Type : | int in [1, 10000], default 1 |
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feature_set
Feature set to use for rendering
- SUPPORTED Supported, Only use finished and supported features.
- EXPERIMENTAL Experimental, Use experimental and incomplete features that might be broken or change in the future.
Type : | enum in [‘SUPPORTED’, ‘EXPERIMENTAL’], default ‘SUPPORTED’ |
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film_exposure
Image brightness scale
Type : | float in [0, 10], default 1.0 |
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film_transparent
World background is transparent
Type : | boolean, default False |
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filter_type
Pixel filter type
- BOX Box, Box filter.
- GAUSSIAN Gaussian, Gaussian filter.
Type : | enum in [‘BOX’, ‘GAUSSIAN’], default ‘GAUSSIAN’ |
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filter_width
Pixel filter width
Type : | float in [0.01, 10], default 1.5 |
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glossy_bounces
Maximum number of glossy reflection bounces, bounded by total maximum
Type : | int in [0, 1024], default 128 |
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glossy_samples
Number of glossy bounce samples to render for each AA sample
Type : | int in [1, 10000], default 1 |
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max_bounces
Total maximum number of bounces
Type : | int in [0, 1024], default 8 |
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mesh_light_samples
Number of mesh emission light samples to render for each AA sample
Type : | int in [1, 10000], default 1 |
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min_bounces
Minimum number of bounces, setting this lower than the maximum enables probabilistic path termination (faster but noisier)
Type : | int in [0, 1024], default 3 |
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no_caustics
Leave out caustics, resulting in a darker image with less noise
Type : | boolean, default False |
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preview_aa_samples
Number of antialiasing samples to render in the viewport, unlimited if 0
Type : | int in [0, 10000], default 4 |
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preview_active_layer
Preview active render layer in viewport
Type : | boolean, default False |
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preview_pause
Pause all viewport preview renders
Type : | boolean, default False |
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preview_samples
Number of samples to render in the viewport, unlimited if 0
Type : | int in [0, inf], default 10 |
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preview_start_resolution
Resolution to start rendering preview at, progressively increasing it to the full viewport size
Type : | int in [8, 16384], default 64 |
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progressive
Use progressive sampling of lighting
Type : | boolean, default True |
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sample_clamp
If non-zero, the maximum value for a sample, higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy
Type : | float in [0, inf], default 0.0 |
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samples
Number of samples to render for each pixel
Type : | int in [1, inf], default 10 |
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seed
Seed value for integrator to get different noise patterns
Type : | int in [0, inf], default 0 |
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shading_system
Shading system to use for rendering
- GPU_COMPATIBLE GPU Compatible, Restricted shading system compatible with GPU rendering.
- OSL Open Shading Language, Open Shading Language shading system that only runs on the CPU.
Type : | enum in [‘GPU_COMPATIBLE’, ‘OSL’], default ‘GPU_COMPATIBLE’ |
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transmission_bounces
Maximum number of transmission bounces, bounded by total maximum
Type : | int in [0, 1024], default 128 |
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transmission_samples
Number of transmission bounce samples to render for each AA sample
Type : | int in [1, 10000], default 1 |
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transparent_max_bounces
Maximum number of transparent bounces
Type : | int in [0, 1024], default 8 |
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transparent_min_bounces
Minimum number of transparent bounces, setting this lower than the maximum enables probabilistic path termination (faster but noisier)
Type : | int in [0, 1024], default 8 |
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use_cache
Cache last built BVH to disk for faster re-render if no geometry changed
Type : | boolean, default False |
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use_progressive_refine
Instead of rendering each tile until it is finished, refine the whole image progressively. This renders somewhat slower, but time can be saved by manually stopping the render when the noise is low enough
Type : | boolean, default False |
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use_transparent_shadows
Use transparency of surfaces for rendering shadows
Type : | boolean, default True |
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static register(cls)
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static unregister(cls)
Inherited Properties
Inherited Functions
References