SunLamp(Lamp)¶
base classes — bpy_struct
, ID
, Lamp
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class
bpy.types.
SunLamp
(Lamp)¶ Constant direction parallel ray lamp
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compression_threshold
¶ Deep shadow map compression threshold
Type: float in [0, 1], default 0.0
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ge_shadow_buffer_type
¶ The shadow mapping algorithm used
SIMPLE
Simple, Simple shadow maps.VARIANCE
Variance, Variance shadow maps.
Type: enum in [‘SIMPLE’, ‘VARIANCE’], default ‘SIMPLE’
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shadow_adaptive_threshold
¶ Threshold for Adaptive Sampling (Raytraced shadows)
Type: float in [0, 1], default 0.0
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shadow_buffer_bias
¶ Shadow buffer sampling bias
Type: float in [0.001, 5], default 0.0
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shadow_buffer_bleed_bias
¶ Bias for reducing light-bleed on variance shadow maps
Type: float in [0, 1], default 0.0
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shadow_buffer_clip_end
¶ Shadow map clip end, beyond which objects will not generate shadows
Type: float in [0, 9999], default 0.0
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shadow_buffer_clip_start
¶ Shadow map clip start, below which objects will not generate shadows
Type: float in [0, 9999], default 0.0
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shadow_buffer_samples
¶ Number of shadow buffer samples
Type: int in [1, 16], default 0
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shadow_buffer_size
¶ Resolution of the shadow buffer, higher values give crisper shadows but use more memory
Type: int in [128, 10240], default 0
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shadow_buffer_soft
¶ Size of shadow buffer sampling area
Type: float in [0, 100], default 0.0
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shadow_buffer_type
¶ Type of shadow buffer
REGULAR
Classical, Classic shadow buffer.HALFWAY
Classic-Halfway, Regular buffer, averaging the closest and 2nd closest Z value to reducing bias artifacts.IRREGULAR
Irregular, Irregular buffer produces sharp shadow always, but it doesn’t show up for raytracing.DEEP
Deep, Deep shadow buffer supports transparency and better filtering, at the cost of more memory usage and processing time.
Type: enum in [‘REGULAR’, ‘HALFWAY’, ‘IRREGULAR’, ‘DEEP’], default ‘REGULAR’
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shadow_color
¶ Color of shadows cast by the lamp
Type: float array of 3 items in [0, inf], default (0.0, 0.0, 0.0)
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shadow_filter_type
¶ Type of shadow filter (Buffer Shadows)
BOX
Box, Apply the Box filter to shadow buffer samples.TENT
Tent, Apply the Tent Filter to shadow buffer samples.GAUSS
Gauss, Apply the Gauss filter to shadow buffer samples.
Type: enum in [‘BOX’, ‘TENT’, ‘GAUSS’], default ‘BOX’
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shadow_frustum_size
¶ Size of the frustum used for creating the shadow map
Type: float in [-inf, inf], default 0.0
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shadow_method
¶ NOSHADOW
No Shadow.RAY_SHADOW
Ray Shadow, Use ray tracing for shadow.
Type: enum in [‘NOSHADOW’, ‘RAY_SHADOW’], default ‘NOSHADOW’
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shadow_ray_sample_method
¶ Method for generating shadow samples: Adaptive QMC is fastest, Constant QMC is less noisy but slower
Type: enum in [‘ADAPTIVE_QMC’, ‘CONSTANT_QMC’], default ‘ADAPTIVE_QMC’
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shadow_ray_samples
¶ Number of samples taken extra (samples x samples)
Type: int in [1, 64], default 0
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shadow_sample_buffers
¶ Number of shadow buffers to render for better AA, this increases memory usage
BUFFERS_1
1, Only one buffer rendered.BUFFERS_4
4, Render 4 buffers for better AA, this quadruples memory usage.BUFFERS_9
9, Render 9 buffers for better AA, this uses nine times more memory.
Type: enum in [‘BUFFERS_1’, ‘BUFFERS_4’, ‘BUFFERS_9’], default ‘BUFFERS_1’
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shadow_soft_size
¶ Light size for ray shadow sampling (Raytraced shadows)
Type: float in [0, inf], default 0.0
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show_shadow_box
¶ Draw a box in 3D view to visualize which objects are contained in it
Type: boolean, default False
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sky
¶ Sky related settings for sun lamps
Type: LampSkySettings
, (readonly, never None)
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use_auto_clip_end
¶ Automatic calculation of clipping-end, based on visible vertices
Type: boolean, default False
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use_auto_clip_start
¶ Automatic calculation of clipping-start, based on visible vertices
Type: boolean, default False
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use_only_shadow
¶ Cast shadows only, without illuminating objects
Type: boolean, default False
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use_shadow
¶ Type: boolean, default False
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use_shadow_layer
¶ Objects on the same layers only cast shadows
Type: boolean, default False
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Inherited Properties
Inherited Functions