CyclesRenderSettings(PropertyGroup)¶
base classes — bpy_struct
, PropertyGroup
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class
bpy.types.
CyclesRenderSettings
(PropertyGroup)¶ -
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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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’
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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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camera_cull_margin
¶ Margin for the camera space culling
Type: float in [0, 5], default 0.1
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caustics_reflective
¶ Use reflective caustics, resulting in a brighter image (more noise but added realism)
Type: boolean, default True
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caustics_refractive
¶ Use refractive caustics, resulting in a brighter image (more noise but added realism)
Type: boolean, default True
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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 4
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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 with premultiplied alpha
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 4
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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 12
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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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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
¶ 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’
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sample_all_lights_direct
¶ Sample all lights (for direct samples), rather than randomly picking one
Type: boolean, default True
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sample_all_lights_indirect
¶ Sample all lights (for indirect samples), rather than randomly picking one
Type: boolean, default True
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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
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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
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samples
¶ Number of samples to render for each pixel
Type: int in [1, inf], default 10
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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’
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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
¶ Use Open Shading Language (CPU rendering only)
Type: boolean, default False
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subsurface_samples
¶ Number of subsurface scattering samples to render for each AA sample
Type: int in [1, 10000], default 1
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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’
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transmission_bounces
¶ Maximum number of transmission bounces, bounded by total maximum
Type: int in [0, 1024], default 12
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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_animated_seed
¶ Use different seed values (and hence noise patterns) at different frames
Type: boolean, default False
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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_camera_cull
¶ Allow objects to be culled based on the camera frustum
Type: boolean, default False
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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’
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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_square_samples
¶ Square sampling values for easier artist control
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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volume_bounces
¶ Maximum number of volumetric scattering events
Type: int in [0, 1024], default 0
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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
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volume_samples
¶ Number of volume scattering samples to render for each AA sample
Type: int in [1, 10000], default 0
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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
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Inherited Properties
Inherited Functions
References