stillleben.RenderPass class

Renders a Scene.

Contents

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.