SceneEEVEE(bpy_struct)¶
base class — bpy_struct
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class
bpy.types.SceneEEVEE(bpy_struct)¶ Scene display settings for 3d viewport
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bloom_clamp¶ Maximum intensity a bloom pixel can have (0 to disabled)
Type: float in [0, 100000], default 0.0
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bloom_color¶ Color applied to the bloom effect
Type: float array of 3 items in [0, inf], default (1.0, 1.0, 1.0)
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bloom_intensity¶ Blend factor
Type: float in [0, 10000], default 0.05
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bloom_knee¶ Makes transition between under/over-threshold gradual
Type: float in [0, 1], default 0.5
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bloom_radius¶ Bloom spread distance
Type: float in [0, 100], default 6.5
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bloom_threshold¶ Filters out pixels under this level of brightness
Type: float in [0, 100000], default 0.8
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bokeh_max_size¶ Max size of the bokeh shape for the depth of field (lower is faster)
Type: float in [0, 2000], default 100.0
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bokeh_threshold¶ Brightness threshold for using sprite base depth of field
Type: float in [0, 100000], default 1.0
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gi_auto_bake¶ Auto bake indirect lighting when editing probes
Type: boolean, default False
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gi_cache_info¶ Info on current cache status
Type: string, default “”, (readonly, never None)
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gi_cubemap_display_size¶ Size of the cubemap spheres to debug captured light
Type: float in [0.05, 10], default 0.3
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gi_cubemap_resolution¶ Size of every cubemaps
Type: enum in [‘64’, ‘128’, ‘256’, ‘512’, ‘1024’, ‘2048’, ‘4096’], default ‘512’
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gi_diffuse_bounces¶ Number of time the light is reinjected inside light grids, 0 disable indirect diffuse light
Type: int in [0, inf], default 3
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gi_filter_quality¶ Take more samples during cubemap filtering to remove artifacts
Type: float in [1, 8], default 3.0
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gi_glossy_clamp¶ Clamp pixel intensity to reduce noise inside glossy reflections from reflection cubemaps (0 to disabled)
Type: float in [0, inf], default 0.0
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gi_irradiance_display_size¶ Size of the irradiance sample spheres to debug captured light
Type: float in [0.05, 10], default 0.1
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gi_irradiance_smoothing¶ Smoother irradiance interpolation but introduce light bleeding
Type: float in [0, inf], default 0.1
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gi_show_cubemaps¶ Display captured cubemaps in the viewport
Type: boolean, default False
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gi_show_irradiance¶ Display irradiance samples in the viewport
Type: boolean, default False
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gi_visibility_resolution¶ Size of the shadow map applied to each irradiance sample
Type: enum in [‘8’, ‘16’, ‘32’, ‘64’], default ‘32’
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gtao_distance¶ Distance of object that contribute to the ambient occlusion effect
Type: float in [0, 100000], default 0.2
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gtao_factor¶ Factor for ambient occlusion blending
Type: float in [0, inf], default 1.0
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gtao_quality¶ Precision of the horizon search
Type: float in [0, 1], default 0.25
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light_threshold¶ Minimum light intensity for a light to contribute to the lighting
Type: float in [0, inf], default 0.01
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motion_blur_samples¶ Number of samples to take with motion blur
Type: int in [1, 64], default 8
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motion_blur_shutter¶ Time taken in frames between shutter open and close
Type: float in [0, inf], default 1.0
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overscan_size¶ Percentage of render size to add as overscan to the internal render buffers
Type: float in [0, 50], default 3.0
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shadow_cascade_size¶ Size of sun light shadow maps
Type: enum in [‘64’, ‘128’, ‘256’, ‘512’, ‘1024’, ‘2048’, ‘4096’], default ‘1024’
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shadow_cube_size¶ Size of point and area light shadow maps
Type: enum in [‘64’, ‘128’, ‘256’, ‘512’, ‘1024’, ‘2048’, ‘4096’], default ‘512’
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shadow_method¶ Technique use to compute the shadows
ESMESM, Exponential Shadow Mapping.VSMVSM, Variance Shadow Mapping.
Type: enum in [‘ESM’, ‘VSM’], default ‘ESM’
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ssr_border_fade¶ Screen percentage used to fade the SSR
Type: float in [0, 0.5], default 0.075
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ssr_firefly_fac¶ Clamp pixel intensity to remove noise (0 to disabled)
Type: float in [0, inf], default 10.0
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ssr_max_roughness¶ Do not raytrace reflections for roughness above this value
Type: float in [0, 1], default 0.5
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ssr_quality¶ Precision of the screen space raytracing
Type: float in [0, 1], default 0.25
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ssr_thickness¶ Pixel thickness used to detect intersection
Type: float in [1e-06, inf], default 0.2
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sss_jitter_threshold¶ Rotate samples that are below this threshold
Type: float in [0, 1], default 0.3
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sss_samples¶ Number of samples to compute the scattering effect
Type: int in [1, 32], default 7
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taa_render_samples¶ Number of samples per pixels for rendering
Type: int in [1, inf], default 64
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taa_samples¶ Number of samples, unlimited if 0
Type: int in [0, inf], default 16
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use_bloom¶ High brightness pixels generate a glowing effect
Type: boolean, default False
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use_gtao¶ Enable ambient occlusion to simulate medium scale indirect shadowing
Type: boolean, default False
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use_gtao_bent_normals¶ Compute main non occluded direction to sample the environment
Type: boolean, default True
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use_gtao_bounce¶ An approximation to simulate light bounces giving less occlusion on brighter objects
Type: boolean, default True
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use_motion_blur¶ Enable motion blur effect (only in camera view)
Type: boolean, default False
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use_overscan¶ Internally render past the image border to avoid screen-space effects disappearing
Type: boolean, default False
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use_shadow_high_bitdepth¶ Use 32bit shadows
Type: boolean, default False
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use_soft_shadows¶ Randomize shadowmaps origin to create soft shadows
Type: boolean, default False
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use_ssr¶ Enable screen space reflection
Type: boolean, default False
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use_ssr_halfres¶ Raytrace at a lower resolution
Type: boolean, default True
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use_ssr_refraction¶ Enable screen space Refractions
Type: boolean, default False
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use_sss_separate_albedo¶ Avoid albedo being blurred by the subsurface scattering but uses more video memory
Type: boolean, default False
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use_taa_reprojection¶ Denoise image using temporal reprojection (can leave some ghosting)
Type: boolean, default True
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use_volumetric_lights¶ Enable scene light interactions with volumetrics
Type: boolean, default True
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use_volumetric_shadows¶ Generate shadows from volumetric material (Very expensive)
Type: boolean, default False
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volumetric_end¶ End distance of the volumetric effect
Type: float in [1e-06, inf], default 100.0
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volumetric_light_clamp¶ Maximum light contribution, reducing noise
Type: float in [0, inf], default 0.0
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volumetric_sample_distribution¶ Distribute more samples closer to the camera
Type: float in [0, 1], default 0.8
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volumetric_samples¶ Number of samples to compute volumetric effects
Type: int in [1, 256], default 64
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volumetric_shadow_samples¶ Number of samples to compute volumetric shadowing
Type: int in [1, 128], default 16
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volumetric_start¶ Start distance of the volumetric effect
Type: float in [1e-06, inf], default 0.1
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volumetric_tile_size¶ Control the quality of the volumetric effects (lower size increase vram usage and quality)
Type: enum in [‘2’, ‘4’, ‘8’, ‘16’], default ‘8’
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classmethod
bl_rna_get_subclass(id, default=None)¶ Parameters: id (string) – The RNA type identifier. Returns: The RNA type or default when not found. Return type: bpy.types.Structsubclass
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classmethod
bl_rna_get_subclass_py(id, default=None)¶ Parameters: id (string) – The RNA type identifier. Returns: The class or default when not found. Return type: type
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Inherited Properties
Inherited Functions
References