CyclesRenderSettings(PropertyGroup)

base classes — bpy_struct, PropertyGroup

class bpy.types.CyclesRenderSettings(PropertyGroup)
aa_samples

Number of antialiasing samples to render for each pixel

Type:int in [1, 10000], default 4
ao_samples

Number of ambient occlusion samples to render for each AA sample

Type:int in [1, 10000], default 1
bake_type

Type of pass to bake

Type:enum in [‘COMBINED’, ‘AO’, ‘SHADOW’, ‘NORMAL’, ‘UV’, ‘EMIT’, ‘ENVIRONMENT’, ‘DIFFUSE_DIRECT’, ‘DIFFUSE_INDIRECT’, ‘DIFFUSE_COLOR’, ‘GLOSSY_DIRECT’, ‘GLOSSY_INDIRECT’, ‘GLOSSY_COLOR’, ‘TRANSMISSION_DIRECT’, ‘TRANSMISSION_INDIRECT’, ‘TRANSMISSION_COLOR’, ‘SUBSURFACE_DIRECT’, ‘SUBSURFACE_INDIRECT’, ‘SUBSURFACE_COLOR’], default ‘COMBINED’
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
camera_cull_margin

Margin for the camera space culling

Type:float in [0, 5], default 0.1
caustics_reflective

Use reflective caustics, resulting in a brighter image (more noise but added realism)

Type:boolean, default True
caustics_refractive

Use refractive caustics, resulting in a brighter image (more noise but added realism)

Type:boolean, default True
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’
debug_cancel_timeout
Type:float in [0.01, 10], default 0.1
debug_reset_timeout
Type:float in [0.01, 10], default 0.1
debug_text_timeout
Type:float in [0.01, 10], default 1.0
debug_tile_size
Type:int in [1, 4096], default 1024
debug_use_spatial_splits

Use BVH spatial splits: longer builder time, faster render

Type:boolean, default False
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’
diffuse_bounces

Maximum number of diffuse reflection bounces, bounded by total maximum

Type:int in [0, 1024], default 4
diffuse_samples

Number of diffuse bounce samples to render for each AA sample

Type:int in [1, 10000], default 1
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’
film_exposure

Image brightness scale

Type:float in [0, 10], default 1.0
film_transparent

World background is transparent with premultiplied alpha

Type:boolean, default False
filter_type

Pixel filter type

  • BOX Box, Box filter.
  • GAUSSIAN Gaussian, Gaussian filter.
Type:enum in [‘BOX’, ‘GAUSSIAN’], default ‘GAUSSIAN’
filter_width

Pixel filter width

Type:float in [0.01, 10], default 1.5
glossy_bounces

Maximum number of glossy reflection bounces, bounded by total maximum

Type:int in [0, 1024], default 4
glossy_samples

Number of glossy bounce samples to render for each AA sample

Type:int in [1, 10000], default 1
max_bounces

Total maximum number of bounces

Type:int in [0, 1024], default 12
mesh_light_samples

Number of mesh emission light samples to render for each AA sample

Type:int in [1, 10000], default 1
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
preview_aa_samples

Number of antialiasing samples to render in the viewport, unlimited if 0

Type:int in [0, 10000], default 4
preview_active_layer

Preview active render layer in viewport

Type:boolean, default False
preview_pause

Pause all viewport preview renders

Type:boolean, default False
preview_samples

Number of samples to render in the viewport, unlimited if 0

Type:int in [0, inf], default 10
preview_start_resolution

Resolution to start rendering preview at, progressively increasing it to the full viewport size

Type:int in [8, 16384], default 64
progressive

Method to sample lights and materials

  • BRANCHED_PATH Branched Path Tracing, Path tracing integrator that branches on the first bounce, giving more control over the number of light and material samples.
  • PATH Path Tracing, Pure path tracing integrator.
Type:enum in [‘BRANCHED_PATH’, ‘PATH’], default ‘PATH’
sample_all_lights_direct

Sample all lights (for direct samples), rather than randomly picking one

Type:boolean, default True
sample_all_lights_indirect

Sample all lights (for indirect samples), rather than randomly picking one

Type:boolean, default True
sample_clamp_direct

If non-zero, the maximum value for a direct 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
sample_clamp_indirect

If non-zero, the maximum value for an indirect 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
samples

Number of samples to render for each pixel

Type:int in [1, inf], default 10
sampling_pattern

Random sampling pattern used by the integrator

  • SOBOL Sobol, Use Sobol random sampling pattern.
  • CORRELATED_MUTI_JITTER Correlated Multi-Jitter, Use Correlated Multi-Jitter random sampling pattern.
Type:enum in [‘SOBOL’, ‘CORRELATED_MUTI_JITTER’], default ‘SOBOL’
seed

Seed value for integrator to get different noise patterns

Type:int in [0, inf], default 0
shading_system

Use Open Shading Language (CPU rendering only)

Type:boolean, default False
subsurface_samples

Number of subsurface scattering samples to render for each AA sample

Type:int in [1, 10000], default 1
tile_order

Tile order for rendering

  • CENTER Center, Render from center to the edges.
  • RIGHT_TO_LEFT Right to Left, Render from right to left.
  • LEFT_TO_RIGHT Left to Right, Render from left to right.
  • TOP_TO_BOTTOM Top to Bottom, Render from top to bottom.
  • BOTTOM_TO_TOP Bottom to Top, Render from bottom to top.
Type:enum in [‘CENTER’, ‘RIGHT_TO_LEFT’, ‘LEFT_TO_RIGHT’, ‘TOP_TO_BOTTOM’, ‘BOTTOM_TO_TOP’], default ‘CENTER’
transmission_bounces

Maximum number of transmission bounces, bounded by total maximum

Type:int in [0, 1024], default 12
transmission_samples

Number of transmission bounce samples to render for each AA sample

Type:int in [1, 10000], default 1
transparent_max_bounces

Maximum number of transparent bounces

Type:int in [0, 1024], default 8
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
use_animated_seed

Use different seed values (and hence noise patterns) at different frames

Type:boolean, default False
use_cache

Cache last built BVH to disk for faster re-render if no geometry changed

Type:boolean, default False
use_camera_cull

Allow objects to be culled based on the camera frustum

Type:boolean, default False
use_layer_samples

How to use per render layer sample settings

  • USE Use, Per render layer number of samples override scene samples.
  • BOUNDED Bounded, Bound per render layer number of samples by global samples.
  • IGNORE Ignore, Ignore per render layer number of samples.
Type:enum in [‘USE’, ‘BOUNDED’, ‘IGNORE’], default ‘USE’
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
use_square_samples

Square sampling values for easier artist control

Type:boolean, default False
use_transparent_shadows

Use transparency of surfaces for rendering shadows

Type:boolean, default True
volume_bounces

Maximum number of volumetric scattering events

Type:int in [0, 1024], default 0
volume_max_steps

Maximum number of steps through the volume before giving up, to avoid extremely long render times with big objects or small step sizes

Type:int in [2, 65536], default 1024
volume_samples

Number of volume scattering samples to render for each AA sample

Type:int in [1, 10000], default 0
volume_step_size

Distance between volume shader samples when rendering the volume (lower values give more accurate and detailed results, but also increased render time)

Type:float in [1e-07, 100000], default 0.1

Inherited Properties

Inherited Functions

References