MaterialVolume(bpy_struct)¶
base class — bpy_struct
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class
bpy.types.
MaterialVolume
(bpy_struct)¶ Volume rendering settings for a Material datablock
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asymmetry
¶ 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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cache_resolution
¶ 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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density
¶ The base density of the volume
Type: float in [0, 1], default 0.0
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density_scale
¶ Multiplier for the material’s density
Type: float in [0, inf], default 0.0
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depth_threshold
¶ 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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emission
¶ Amount of light that gets emitted by the volume
Type: float in [0, inf], default 0.0
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emission_color
¶ Color of emitted light
Type: float array of 3 items in [0, inf], default (0.0, 0.0, 0.0)
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light_method
¶ Method of shading, attenuating, and scattering light through the volume
SHADELESS
Shadeless, Do not calculate lighting and shadows.SHADOWED
Shadowed.SHADED
Shaded.MULTIPLE_SCATTERING
Multiple Scattering.SHADED_PLUS_MULTIPLE_SCATTERING
Shaded + Multiple Scattering.
Type: enum in [‘SHADELESS’, ‘SHADOWED’, ‘SHADED’, ‘MULTIPLE_SCATTERING’, ‘SHADED_PLUS_MULTIPLE_SCATTERING’], default ‘SHADELESS’
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ms_diffusion
¶ Diffusion factor, the strength of the blurring effect
Type: float in [0, inf], default 0.0
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ms_intensity
¶ Multiplier for multiple scattered light energy
Type: float in [0, inf], default 0.0
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ms_spread
¶ Proportional distance over which the light is diffused
Type: float in [0, inf], default 0.0
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reflection
¶ Multiplier to make out-scattered light brighter or darker (non-physically correct)
Type: float in [0, inf], default 0.0
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reflection_color
¶ Color of light scattered out of the volume (does not affect transmission)
Type: float array of 3 items in [0, inf], default (0.0, 0.0, 0.0)
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scattering
¶ 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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step_method
¶ Method of calculating the steps through the volume
Type: enum in [‘RANDOMIZED’, ‘CONSTANT’], default ‘RANDOMIZED’
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step_size
¶ Distance between subsequent volume depth samples
Type: float in [0, inf], default 0.0
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transmission_color
¶ Result color of the volume, after other light has been scattered/absorbed
Type: float array of 3 items in [0, inf], default (0.0, 0.0, 0.0)
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use_external_shadows
¶ Receive shadows from sources outside the volume (temporary)
Type: boolean, default False
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use_light_cache
¶ 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