SunLamp(Lamp)

base classes — bpy_struct, ID, Lamp

class bpy.types.SunLamp(Lamp)

Constant direction parallel ray lamp

compression_threshold

Deep shadow map compression threshold

Type:float in [0, 1], default 0.0
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’
shadow_adaptive_threshold

Threshold for Adaptive Sampling (Raytraced shadows)

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

Shadow buffer sampling bias

Type:float in [0.001, 5], default 0.0
shadow_buffer_bleed_bias

Bias for reducing light-bleed on variance shadow maps

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

Shadow map clip end, beyond which objects will not generate shadows

Type:float in [0, 9999], default 0.0
shadow_buffer_clip_start

Shadow map clip start, below which objects will not generate shadows

Type:float in [0, 9999], default 0.0
shadow_buffer_samples

Number of shadow buffer samples

Type:int in [1, 16], default 0
shadow_buffer_size

Resolution of the shadow buffer, higher values give crisper shadows but use more memory

Type:int in [128, 10240], default 0
shadow_buffer_soft

Size of shadow buffer sampling area

Type:float in [0, 100], default 0.0
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’
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)
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’
shadow_frustum_size

Size of the frustum used for creating the shadow map

Type:float in [-inf, inf], default 0.0
shadow_method
  • NOSHADOW No Shadow.
  • RAY_SHADOW Ray Shadow, Use ray tracing for shadow.
Type:enum in [‘NOSHADOW’, ‘RAY_SHADOW’], default ‘NOSHADOW’
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’
shadow_ray_samples

Number of samples taken extra (samples x samples)

Type:int in [1, 64], default 0
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’
shadow_soft_size

Light size for ray shadow sampling (Raytraced shadows)

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

Draw a box in 3D view to visualize which objects are contained in it

Type:boolean, default False
sky

Sky related settings for sun lamps

Type:LampSkySettings, (readonly, never None)
use_auto_clip_end

Automatic calculation of clipping-end, based on visible vertices

Type:boolean, default False
use_auto_clip_start

Automatic calculation of clipping-start, based on visible vertices

Type:boolean, default False
use_only_shadow

Cast shadows only, without illuminating objects

Type:boolean, default False
use_shadow
Type:boolean, default False
use_shadow_layer

Objects on the same layers only cast shadows

Type:boolean, default False

Inherited Properties

Inherited Functions