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