CyclesMaterialSettings(PropertyGroup)¶
base classes — bpy_struct, PropertyGroup
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class
bpy.types.CyclesMaterialSettings(PropertyGroup)¶ -
displacement_method¶ Method to use for the displacement
BUMPBump, Bump mapping to simulate the appearance of displacement.TRUETrue, Use true displacement only, requires fine subdivision.BOTHBoth, Combination of displacement and bump mapping.
Type: enum in [‘BUMP’, ‘TRUE’, ‘BOTH’], default ‘BUMP’
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homogeneous_volume¶ When using volume rendering, assume volume has the same density everywhere (not using any textures), for faster rendering
Type: boolean, default False
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sample_as_light¶ Use multiple importance sampling for this material, disabling may reduce overall noise for large objects that emit little light compared to other light sources
Type: boolean, default True
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use_transparent_shadow¶ Use transparent shadows for this material if it contains a Transparent BSDF, disabling will render faster but not give accurate shadows
Type: boolean, default True
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volume_interpolation¶ Interpolation method to use for smoke/fire volumes
LINEARLinear, Good smoothness and speed.CUBICCubic, Smoothed high quality interpolation, but slower.
Type: enum in [‘LINEAR’, ‘CUBIC’], default ‘LINEAR’
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volume_sampling¶ Sampling method to use for volumes
DISTANCEDistance, Use distance sampling, best for dense volumes with lights far away.EQUIANGULAREquiangular, Use equiangular sampling, best for volumes with low density with light inside or near the volume.MULTIPLE_IMPORTANCEMultiple Importance, Combine distance and equi-angular sampling for volumes where neither method is ideal.
Type: enum in [‘DISTANCE’, ‘EQUIANGULAR’, ‘MULTIPLE_IMPORTANCE’], default ‘MULTIPLE_IMPORTANCE’
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Inherited Properties
Inherited Functions
References