class
RenderPassRenders a Scene.
Contents
- Reference
Methods
- def render(self, scene: Scene, result: RenderPassResult = None, depth_peel: RenderPassResult = None, predicate: typing.Callable[[Object], bool] = None) -> RenderPassResult
- Render a scene.
Special methods
- def __init__(self, shading: str = 'pbr') -> None
- Constructor.
Properties
- ssao_enabled: bool get set
- SSAO enable
Method documentation
def stillleben. RenderPass. render(self,
scene: Scene,
result: RenderPassResult = None,
depth_peel: RenderPassResult = None,
predicate: typing.Callable[[Object], bool] = None) -> RenderPassResult
Render a scene.
Parameters | |
---|---|
scene | The scene to render. |
result | The caller can pass in a result instance to be filled. If this is None, the internal result instance of the RenderPass object will be used. |
depth_peel | If you want to retrieve the layer behind the last rendered one, pass in the result of the previous render here (depth peeling). |
predicate | A function that decides whether a particular object should be rendered. |
Returns | A RenderPassResult instance with the resulting data. |
def stillleben. RenderPass. __init__(self,
shading: str = 'pbr') -> None
Constructor.
Parameters | |
---|---|
shading | "pbr", "phong", or "flat". PBR shading falls back to Phong shading if no light map is specified in the scene. |