base class — bpy_struct
Volume rendering settings for a Material datablock
Back scattering (-1.0) to Forward scattering (1.0) and the range in between
Type: | float in [-1, 1], default 0.0 |
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Resolution of the voxel grid, low resolutions are faster, high resolutions use more memory
Type: | int in [1, 1024], default 0 |
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The base density of the volume
Type: | float in [0, 1], default 0.0 |
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Multiplier for the material’s density
Type: | float in [0, inf], default 0.0 |
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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 |
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Amount of light that gets emitted by the volume
Type: | float in [0, inf], default 0.0 |
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Color of emitted light
Type: | float array of 3 items in [-inf, inf], default (0.0, 0.0, 0.0) |
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Method of shading, attenuating, and scattering light through the volume
Type: | enum in [‘SHADELESS’, ‘SHADOWED’, ‘SHADED’, ‘MULTIPLE_SCATTERING’, ‘SHADED_PLUS_MULTIPLE_SCATTERING’], default ‘SHADELESS’ |
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Diffusion factor, the strength of the blurring effect
Type: | float in [0, inf], default 0.0 |
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Multiplier for multiple scattered light energy
Type: | float in [0, inf], default 0.0 |
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Proportional distance over which the light is diffused
Type: | float in [0, inf], default 0.0 |
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Multiplier to make out-scattered light brighter or darker (non-physically correct)
Type: | float in [0, inf], default 0.0 |
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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) |
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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 |
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Method of calculating the steps through the volume
Type: | enum in [‘RANDOMIZED’, ‘CONSTANT’], default ‘RANDOMIZED’ |
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Distance between subsequent volume depth samples
Type: | float in [0, inf], default 0.0 |
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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) |
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Receive shadows from sources outside the volume (temporary)
Type: | boolean, default False |
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Pre-calculate the shading information into a voxel grid, speeds up shading at slightly less accuracy
Type: | boolean, default False |
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Inherited Properties
Inherited Functions
References