* fix two typos in RenderLayer API (renderosiy -> renderosity in two places. Will break .py's saved with render_save_layers.py, just fix passRadiosiy and passRadiosiyXOR) * add some docs on RenderLayer API * fix some copy/paste leftover in render_save_layers.py
92 lines
2.8 KiB
Python
92 lines
2.8 KiB
Python
# Blender.Scene.Render.RenderLayer module and the RenderLayer PyType object
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"""
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The Blender.Scene.Render.RenderLayer submodule.
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Scene.Render.RenderLayer
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========================
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This module provides access to B{Render Layers} in Blender.
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Example::
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import bpy
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sce = bpy.data.scenes.active
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render = sce.render
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layer = render.addRenderLayer()
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render.removeRenderLayer(layer)
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"""
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class RenderLayer:
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"""
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The RenderLayer object
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======================
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@type name: string
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@ivar name: Get or set the name for the L{RenderLayer}
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@type lightGroup: group
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@ivar lightGroup: group of lights
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@type enable: bool
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@ivar enable: enable this render layer
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@type enableZMask: bool
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@ivar enableZMask: Only render what's in front of the solid z values
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@type enableZMaskAll: bool
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@ivar enableZMaskAll: Fill in Z values for solid faces in invisible layers, for masking
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@type enableSolid: bool
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@ivar enableSolid: Render Solid faces in this Layer
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@type enableZTra: bool
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@ivar enableZTra: Render Z-Transparent faces in this Layer (On top of Solid and Halos)
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@type enableHalo: bool
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@ivar enableHalo: Render Halos in this Layer (on top of Solid)
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@type enableEdge: bool
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@ivar enableEdge: Render Edge-enhance in this Layer (only works for Solid faces)
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@type enableSky: bool
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@ivar enableSky: Render Sky or backbuffer in this Layer
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@type enableStrand: bool
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@ivar enableStrand: Render Strands in this Layer
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@type layerMask: bool
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@ivar layerMask: ...
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@type zLayerMask: bool
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@ivar zLayerMask: ...
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@type passCombined: bool
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@ivar passCombined: Deliver full combined RGBA buffer
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@type passZ: bool
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@ivar passZ: Deliver Z values pass
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@type passSpeed: bool
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@ivar passSpeed: Deliver Speed Vector pass
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@type passNormal: bool
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@ivar passNormal: Deliver Normal pass
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@type passUV: bool
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@ivar passUV: Deliver Texture UV pass
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@type passMist: bool
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@ivar passMist: Deliver Mist factor pass (0-1)
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@type passIndex: bool
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@ivar passIndex: Deliver Object Index pass
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@type passColor: bool
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@ivar passColor: Deliver shade-less Color pass
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@type passDiffuse: bool
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@ivar passDiffuse: Deliver Diffuse pass
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@type passSpecular: bool
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@ivar passSpecular: Deliver Specular pass
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@type passShadow: bool
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@ivar passShadow: Deliver Shadow pass
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@type passAO: bool
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@ivar passAO: Deliver AO pass
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@type passReflect: bool
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@ivar passReflect: Deliver Raytraced Reflection pass
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@type passRefract: bool
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@ivar passRefract: Deliver Raytraced Reflection pass
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@type passRadiosity: bool
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@ivar passRadiosity: Deliver Radiosity pass
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@type passSpecularXOR: bool
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@ivar passSpecularXOR: Deliver Specular pass XOR
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@type passShadowXOR: bool
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@ivar passShadowXOR: Deliver Shadow pass XOR
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@type passAOXOR: bool
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@ivar passAOXOR: Deliver AO pass XOR
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@type passRefractXOR: bool
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@ivar passRefractXOR: Deliver Raytraced Reflection pass XOR
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@type passRadiosityXOR: bool
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@ivar passRadiosityXOR: Deliver Radiosity pass XOR
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""" |