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 1.0
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_samples

Number of samples to take with motion blur

Type:int in [1, 64], default 8
motion_blur_shutter

Time taken in frames between shutter open and close

Type:float in [0, inf], default 1.0
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’
shadow_method

Technique use to compute the shadows

  • ESM ESM, Exponential Shadow Mapping.
  • VSM VSM, Variance Shadow Mapping.
Type:enum in [‘ESM’, ‘VSM’], default ‘ESM’
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 False
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_sss_separate_albedo

Avoid albedo being blurred by the subsurface scattering but uses more video memory

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