WorldLighting(bpy_struct)

base class — bpy_struct

class bpy.types.WorldLighting(bpy_struct)

Lighting for a World data-block

adapt_to_speed

Use the speed vector pass to reduce AO samples in fast moving pixels - higher values result in more aggressive sample reduction (requires Vec pass enabled, for Raytrace Adaptive QMC)

Type:float in [0, 1], default 0.0
ao_blend_type

Defines how AO mixes with material shading

  • MULTIPLY Multiply, Multiply direct lighting with ambient occlusion, darkening the result.
  • ADD Add, Add light and shadow.
Type:enum in [‘MULTIPLY’, ‘ADD’], default ‘ADD’
ao_factor

Factor for ambient occlusion blending

Type:float in [0, inf], default 0.0
bias

Bias (in radians) to prevent smoothed faces from showing banding (for Raytrace Constant Jittered)

Type:float in [0, 0.5], default 0.0
correction

Ad-hoc correction for over-occlusion due to the approximation

Type:float in [0, 1], default 0.0
distance

Length of rays, defines how far away other faces give occlusion effect

Type:float in [-inf, inf], default 0.0
environment_color

Defines where the color of the environment light comes from

  • PLAIN White, Plain diffuse energy (white.).
  • SKY_COLOR Sky Color, Use horizon and zenith color for diffuse energy.
  • SKY_TEXTURE Sky Texture, Does full Sky texture render for diffuse energy.
Type:enum in [‘PLAIN’, ‘SKY_COLOR’, ‘SKY_TEXTURE’], default ‘PLAIN’
environment_energy

Defines the strength of environment light

Type:float in [-inf, inf], default 0.0
error_threshold

Low values are slower and higher quality

Type:float in [0.0001, 10], default 0.0
falloff_strength

Attenuation falloff strength, the higher, the less influence distant objects have

Type:float in [-inf, inf], default 0.0
gather_method
  • RAYTRACE Raytrace, Accurate, but slow when noise-free results are required.
  • APPROXIMATE Approximate, Inaccurate, but faster and without noise.
Type:enum in [‘RAYTRACE’, ‘APPROXIMATE’], default ‘RAYTRACE’
indirect_bounces

Number of indirect diffuse light bounces

Type:int in [1, 32767], default 0
indirect_factor

Factor for how much surrounding objects contribute to light

Type:float in [0, inf], default 0.0
passes

Number of preprocessing passes to reduce over-occlusion

Type:int in [0, 10], default 0
sample_method

Method for generating shadow samples (for Raytrace)

  • CONSTANT_JITTERED Constant Jittered, Fastest and gives the most noise.
  • ADAPTIVE_QMC Adaptive QMC, Fast in high-contrast areas.
  • CONSTANT_QMC Constant QMC, Best quality.
Type:enum in [‘CONSTANT_JITTERED’, ‘ADAPTIVE_QMC’, ‘CONSTANT_QMC’], default ‘CONSTANT_JITTERED’
samples

Amount of ray samples. Higher values give smoother results and longer rendering times

Type:int in [1, 128], default 0
threshold

Samples below this threshold will be considered fully shadowed/unshadowed and skipped (for Raytrace Adaptive QMC)

Type:float in [0, 1], default 0.0
use_ambient_occlusion

Use Ambient Occlusion to add shadowing based on distance between objects

Type:boolean, default False
use_cache

Cache AO results in pixels and interpolate over neighboring pixels for speedup

Type:boolean, default False
use_environment_light

Add light coming from the environment

Type:boolean, default False
use_falloff

Distance will be used to attenuate shadows

Type:boolean, default False
use_indirect_light

Add indirect light bouncing of surrounding objects

Type:boolean, default False

Inherited Properties

Inherited Functions

References