base classes — bpy_struct, PropertyGroup
Number of antialiasing samples to render for each pixel
Type : | int in [1, 10000], default 4 |
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Number of ambient occlusion samples to render for each AA sample
Type : | int in [1, 10000], default 1 |
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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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Choose between faster updates, or faster render
Type : | enum in [‘DYNAMIC_BVH’, ‘STATIC_BVH’], default ‘DYNAMIC_BVH’ |
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Type : | float in [0.01, 10], default 0.1 |
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Type : | float in [0.01, 10], default 0.1 |
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Type : | float in [0.01, 10], default 1.0 |
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Type : | int in [1, 4096], default 1024 |
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Use BVH spatial splits: longer builder time, faster render
Type : | boolean, default False |
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Device to use for rendering
Type : | enum in [‘CPU’, ‘GPU’], default ‘CPU’ |
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Maximum number of diffuse reflection bounces, bounded by total maximum
Type : | int in [0, 1024], default 128 |
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Number of diffuse bounce samples to render for each AA sample
Type : | int in [1, 10000], default 1 |
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Feature set to use for rendering
Type : | enum in [‘SUPPORTED’, ‘EXPERIMENTAL’], default ‘SUPPORTED’ |
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Image brightness scale
Type : | float in [0, 10], default 1.0 |
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World background is transparent with premultiplied alpha
Type : | boolean, default False |
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Pixel filter type
Type : | enum in [‘BOX’, ‘GAUSSIAN’], default ‘GAUSSIAN’ |
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Pixel filter width
Type : | float in [0.01, 10], default 1.5 |
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Maximum number of glossy reflection bounces, bounded by total maximum
Type : | int in [0, 1024], default 128 |
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Number of glossy bounce samples to render for each AA sample
Type : | int in [1, 10000], default 1 |
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Total maximum number of bounces
Type : | int in [0, 1024], default 8 |
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Number of mesh emission light samples to render for each AA sample
Type : | int in [1, 10000], default 1 |
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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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Leave out caustics, resulting in a darker image with less noise
Type : | boolean, default False |
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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 render layer in viewport
Type : | boolean, default False |
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Pause all viewport preview renders
Type : | boolean, default False |
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Number of samples to render in the viewport, unlimited if 0
Type : | int in [0, inf], default 10 |
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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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Use progressive sampling of lighting
Type : | boolean, default True |
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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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Number of samples to render for each pixel
Type : | int in [1, inf], default 10 |
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Seed value for integrator to get different noise patterns
Type : | int in [0, inf], default 0 |
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Use Open Shading Language (CPU rendering only)
Type : | boolean, default False |
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Number of subsurface scattering samples to render for each AA sample
Type : | int in [1, 10000], default 1 |
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Tile order for rendering
Type : | enum in [‘CENTER’, ‘RIGHT_TO_LEFT’, ‘LEFT_TO_RIGHT’, ‘TOP_TO_BOTTOM’, ‘BOTTOM_TO_TOP’], default ‘CENTER’ |
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Maximum number of transmission bounces, bounded by total maximum
Type : | int in [0, 1024], default 128 |
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Number of transmission bounce samples to render for each AA sample
Type : | int in [1, 10000], default 1 |
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Maximum number of transparent bounces
Type : | int in [0, 1024], default 8 |
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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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Cache last built BVH to disk for faster re-render if no geometry changed
Type : | boolean, default False |
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How to use per render layer sample settings
Type : | enum in [‘USE’, ‘BOUNDED’, ‘IGNORE’], default ‘USE’ |
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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 transparency of surfaces for rendering shadows
Type : | boolean, default True |
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Inherited Properties
Inherited Functions
References