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 disable)
- Type:
float in [0, 100000], default 0.0
- bloom_color#
Color applied to the bloom effect
- Type:
mathutils.Color
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_denoise_fac#
Amount of flicker removal applied to bokeh highlights
- Type:
float in [0, 1], default 0.75
- 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_neighbor_max#
Maximum brightness to consider when rejecting bokeh sprites based on neighborhood (lower is faster)
- Type:
float in [0, 100000], default 10.0
- bokeh_overblur#
Apply blur to each jittered sample to reduce under-sampling artifacts
- Type:
float in [0, 100], default 5.0
- 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 times 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 disable)
- 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, inf], default 0.1
- gi_irradiance_pool_size#
Size of the irradiance pool, a bigger pool size allows for more irradiance grid in the scene but might not fit into GPU memory and decrease performance
- Type:
enum in [‘16’, ‘32’, ‘64’, ‘128’, ‘256’, ‘512’, ‘1024’], default ‘16’
- 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
- horizon_bias#
Bias the horizon angles to reduce self intersection artifacts
- Type:
float in [0, 1], default 0.05
- horizon_quality#
Precision of the horizon scan
- Type:
float in [0, 1], default 0.25
- horizon_thickness#
Constant thickness of the surfaces considered when doing horizon scan and by extension ambient occlusion
- Type:
float in [0, inf], default 0.5
- 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_position#
Offset for the shutter’s time interval, allows to change the motion blur trails
START
Start on Frame – The shutter opens at the current frame.CENTER
Center on Frame – The shutter is open during the current frame.END
End on Frame – The shutter closes at the current frame.
- Type:
enum in [‘START’, ‘CENTER’, ‘END’], default ‘CENTER’
- 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
- ray_tracing_method#
Select the tracing method used to find scene-ray intersections
NONE
None – No intersection with scene geometry.SCREEN
Screen-Trace – Raytrace against the depth buffer.
- Type:
enum in [‘NONE’, ‘SCREEN’], default ‘SCREEN’
- ray_tracing_options#
EEVEE settings for tracing reflections
- Type:
RaytraceEEVEE
, (readonly)
- 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’
- shadow_normal_bias#
Move shadows along their normal
- Type:
float in [0, inf], default 0.02
- shadow_pool_size#
Size of the shadow pool, a bigger pool size allows for more shadows in the scene but might not fit into GPU memory
- Type:
enum in [‘16’, ‘32’, ‘64’, ‘128’, ‘256’, ‘512’, ‘1024’], default ‘16’
- shadow_ray_count#
Amount of shadow ray to trace for each light
- Type:
int in [1, 4], default 1
- shadow_step_count#
Amount of shadow map sample per shadow ray
- Type:
int in [1, 16], default 6
- 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 disable)
- 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 ray-tracing
- 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 pixel 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_bokeh_high_quality_slight_defocus#
Sample all pixels in almost in-focus regions to eliminate noise
- Type:
boolean, default False
- use_bokeh_jittered#
Jitter camera position to create accurate blurring using render samples
- 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_raytracing#
Enable the ray-tracing module
- Type:
boolean, default False
- use_shadow_high_bitdepth#
Use 32-bit shadows
- Type:
boolean, default False
- use_shadows#
Enable shadow casting from lights
- 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_ray_depth#
Maximum surface intersection count used by the accurate volume intersection method. Will create artifact if it is exceeded
- Type:
int in [1, 16], default 16
- 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