SceneEEVEE(bpy_struct)#

base class — bpy_struct

class bpy.types.SceneEEVEE(bpy_struct)#

Scene display settings for 3D viewport

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

clamp_surface_direct#

If non-zero, the maximum value for lights contribution on a surface. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by light objects.

Type:

float in [0, inf], default 0.0

clamp_surface_indirect#

If non-zero, the maximum value for indirect lighting on surface. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by ray-tracing and light-probes.

Type:

float in [0, inf], default 10.0

clamp_volume_direct#

If non-zero, the maximum value for lights contribution in volumes. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by light objects.

Type:

float in [0, inf], default 0.0

clamp_volume_indirect#

If non-zero, the maximum value for indirect lighting in volumes. Higher values will be scaled down to avoid too much noise and slow convergence at the cost of accuracy. Used by light-probes.

Type:

float in [0, inf], default 0.0

fast_gi_bias#

Bias the shading normal to reduce self intersection artifacts

Type:

float in [0, 1], default 0.05

fast_gi_distance#

If non-zero, the maximum distance at which other surfaces will contribute to the fast GI approximation

Type:

float in [0, 100000], default 0.0

fast_gi_method#

Fast GI approximation method

  • AMBIENT_OCCLUSION_ONLY Ambient Occlusion – Use ambient occlusion instead of full global illumination.

  • GLOBAL_ILLUMINATION Global Illumination – Compute global illumination taking into account light bouncing off surrounding objects.

Type:

enum in [‘AMBIENT_OCCLUSION_ONLY’, ‘GLOBAL_ILLUMINATION’], default ‘GLOBAL_ILLUMINATION’

fast_gi_quality#

Precision of the fast GI ray marching

Type:

float in [0, 1], default 0.25

fast_gi_ray_count#

Amount of GI ray to trace for each pixel

Type:

int in [1, 16], default 2

fast_gi_resolution#

Control the quality of the fast GI lighting. Higher resolution uses more memory.

  • 1 1:1 – Full resolution.

  • 2 1:2 – Render this effect at 50% render resolution.

  • 4 1:4 – Render this effect at 25% render resolution.

  • 8 1:8 – Render this effect at 12.5% render resolution.

  • 16 1:16 – Render this effect at 6.25% render resolution.

Type:

enum in [‘1’, ‘2’, ‘4’, ‘8’, ‘16’], default ‘2’

fast_gi_step_count#

Amount of screen sample per GI ray

Type:

int in [1, 64], default 8

fast_gi_thickness_far#

Angular thickness of the surfaces when computing fast GI and ambient occlusion. Reduces energy loss and missing occlusion of far geometry.

Type:

float in [0.0174533, 3.14159], default 0.785398

fast_gi_thickness_near#

Geometric thickness of the surfaces when computing fast GI and ambient occlusion. Reduces light leaking and missing contact occlusion.

Type:

float in [0, 100000], default 0.25

gi_cubemap_resolution#

Size of every cubemaps

Type:

enum in [‘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_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_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_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_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_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

  • PROBE Light Probe – Use light probes to find scene intersection.

  • SCREEN Screen-Trace – Raytrace against the depth buffer. Fallback to light probes for invalid rays..

Type:

enum in [‘PROBE’, ‘SCREEN’], default ‘SCREEN’

ray_tracing_options#

EEVEE settings for tracing reflections

Type:

RaytraceEEVEE, (readonly)

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 ‘512’

shadow_ray_count#

Amount of shadow ray to trace for each light

Type:

int in [1, 4], default 1

shadow_resolution_scale#

Resolution percentage of shadow maps

Type:

float in [0, 1], default 1.0

shadow_step_count#

Amount of shadow map sample per shadow ray

Type:

int in [1, 16], default 6

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_bokeh_jittered#

Jitter camera position to create accurate blurring using render samples (only for final render)

Type:

boolean, default False

use_fast_gi#

Use faster global illumination technique for high roughness surfaces

Type:

boolean, default False

use_gtao#

Enable ambient occlusion to simulate medium scale indirect shadowing

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_jitter_viewport#

Enable jittered shadows on the viewport. (Jittered shadows are always enabled for final renders).

Type:

boolean, default False

use_shadows#

Enable shadow casting from lights

Type:

boolean, default False

use_taa_reprojection#

Denoise image using temporal reprojection (can leave some ghosting)

Type:

boolean, default True

use_volume_custom_range#

Enable custom start and end clip distances for volume computation

Type:

boolean, default False

use_volumetric_shadows#

Cast shadows from volumetric materials onto volumetric materials (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. Higher count increases VRAM usage.

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 steps to compute volumetric effects. Higher step count increase VRAM usage and quality.

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. Higher resolution uses more memory.

  • 1 1:1 – Full resolution.

  • 2 1:2 – Render this effect at 50% render resolution.

  • 4 1:4 – Render this effect at 25% render resolution.

  • 8 1:8 – Render this effect at 12.5% render resolution.

  • 16 1:16 – Render this effect at 6.25% render resolution.

Type:

enum in [‘1’, ‘2’, ‘4’, ‘8’, ‘16’], default ‘8’

classmethod bl_rna_get_subclass(id, default=None)#
Parameters:

id (str) – 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 (str) – The RNA type identifier.

Returns:

The class or default when not found.

Return type:

type

Inherited Properties#

Inherited Functions#

References#