SceneEEVEE(bpy_struct)

base class — bpy_struct

class bpy.types.SceneEEVEE(bpy_struct)

Scene display settings for 3d viewport

bloom_clamp

Maximum intensity a bloom pixel can have (0 to disabled)

Type

float in [0, 100000], default 0.0

bloom_color

Color applied to the bloom effect

Type

float array of 3 items in [0, inf], default (1.0, 1.0, 1.0)

bloom_intensity

Blend factor

Type

float in [0, 10000], default 0.05

bloom_knee

Makes transition between under/over-threshold gradual

Type

float in [0, 1], default 0.5

bloom_radius

Bloom spread distance

Type

float in [0, 100], default 6.5

bloom_threshold

Filters out pixels under this level of brightness

Type

float in [0, 100000], default 0.8

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

bokeh_threshold

Brightness threshold for using sprite base depth of field

Type

float in [0, 100000], default 1.0

gi_auto_bake

Auto bake indirect lighting when editing probes

Type

boolean, default False

gi_cache_info

Info on current cache status

Type

string, default “”, (readonly, never None)

gi_cubemap_display_size

Size of the cubemap spheres to debug captured light

Type

float in [0.05, 10], default 0.3

gi_cubemap_resolution

Size of every cubemaps

Type

enum in [‘64’, ‘128’, ‘256’, ‘512’, ‘1024’, ‘2048’, ‘4096’], default ‘512’

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

gi_filter_quality

Take more samples during cubemap filtering to remove artifacts

Type

float in [1, 8], default 3.0

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

gi_irradiance_display_size

Size of the irradiance sample spheres to debug captured light

Type

float in [0.05, 10], default 0.1

gi_irradiance_smoothing

Smoother irradiance interpolation but introduce light bleeding

Type

float in [0, inf], default 0.1

gi_show_cubemaps

Display captured cubemaps in the viewport

Type

boolean, default False

gi_show_irradiance

Display irradiance samples in the viewport

Type

boolean, default False

gi_visibility_resolution

Size of the shadow map applied to each irradiance sample

Type

enum in [‘8’, ‘16’, ‘32’, ‘64’], default ‘32’

gtao_distance

Distance of object that contribute to the ambient occlusion effect

Type

float in [0, 100000], default 0.2

gtao_factor

Factor for ambient occlusion blending

Type

float in [0, inf], default 1.0

gtao_quality

Precision of the horizon search

Type

float in [0, 1], default 0.25

light_threshold

Minimum light intensity for a light to contribute to the lighting

Type

float in [0, inf], default 0.01

motion_blur_depth_scale

Lower values will reduce background bleeding onto foreground elements

Type

float in [0, inf], default 100.0

motion_blur_max

Maximum blur distance a pixel can spread over

Type

int in [0, 2048], default 32

motion_blur_shutter

Time taken in frames between shutter open and close

Type

float in [0, inf], default 0.5

motion_blur_steps

Controls accuracy of motion blur, more steps means longer render time

Type

int in [1, inf], default 1

overscan_size

Percentage of render size to add as overscan to the internal render buffers

Type

float in [0, 50], default 3.0

shadow_cascade_size

Size of sun light shadow maps

Type

enum in [‘64’, ‘128’, ‘256’, ‘512’, ‘1024’, ‘2048’, ‘4096’], default ‘1024’

shadow_cube_size

Size of point and area light shadow maps

Type

enum in [‘64’, ‘128’, ‘256’, ‘512’, ‘1024’, ‘2048’, ‘4096’], default ‘512’

ssr_border_fade

Screen percentage used to fade the SSR

Type

float in [0, 0.5], default 0.075

ssr_firefly_fac

Clamp pixel intensity to remove noise (0 to disabled)

Type

float in [0, inf], default 10.0

ssr_max_roughness

Do not raytrace reflections for roughness above this value

Type

float in [0, 1], default 0.5

ssr_quality

Precision of the screen space raytracing

Type

float in [0, 1], default 0.25

ssr_thickness

Pixel thickness used to detect intersection

Type

float in [1e-06, inf], default 0.2

sss_jitter_threshold

Rotate samples that are below this threshold

Type

float in [0, 1], default 0.3

sss_samples

Number of samples to compute the scattering effect

Type

int in [1, 32], default 7

taa_render_samples

Number of samples per pixels for rendering

Type

int in [1, inf], default 64

taa_samples

Number of samples, unlimited if 0

Type

int in [0, inf], default 16

use_bloom

High brightness pixels generate a glowing effect

Type

boolean, default False

use_gtao

Enable ambient occlusion to simulate medium scale indirect shadowing

Type

boolean, default False

use_gtao_bent_normals

Compute main non occluded direction to sample the environment

Type

boolean, default True

use_gtao_bounce

An approximation to simulate light bounces giving less occlusion on brighter objects

Type

boolean, default True

use_motion_blur

Enable motion blur effect (only in camera view)

Type

boolean, default False

use_overscan

Internally render past the image border to avoid screen-space effects disappearing

Type

boolean, default False

use_shadow_high_bitdepth

Use 32bit shadows

Type

boolean, default False

use_soft_shadows

Randomize shadowmaps origin to create soft shadows

Type

boolean, default True

use_ssr

Enable screen space reflection

Type

boolean, default False

use_ssr_halfres

Raytrace at a lower resolution

Type

boolean, default True

use_ssr_refraction

Enable screen space Refractions

Type

boolean, default False

use_taa_reprojection

Denoise image using temporal reprojection (can leave some ghosting)

Type

boolean, default True

use_volumetric_lights

Enable scene light interactions with volumetrics

Type

boolean, default True

use_volumetric_shadows

Generate shadows from volumetric material (Very expensive)

Type

boolean, default False

volumetric_end

End distance of the volumetric effect

Type

float in [1e-06, inf], default 100.0

volumetric_light_clamp

Maximum light contribution, reducing noise

Type

float in [0, inf], default 0.0

volumetric_sample_distribution

Distribute more samples closer to the camera

Type

float in [0, 1], default 0.8

volumetric_samples

Number of samples to compute volumetric effects

Type

int in [1, 256], default 64

volumetric_shadow_samples

Number of samples to compute volumetric shadowing

Type

int in [1, 128], default 16

volumetric_start

Start distance of the volumetric effect

Type

float in [1e-06, inf], default 0.1

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’

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.Struct subclass

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

Inherited Properties

Inherited Functions

References