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

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

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_resolution#

Control the quality of the horizon scan 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’

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_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_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_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_shadow_jittered_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_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_volume_custom_range#

Enable custom start and end clip distances for volume computation

Type:

boolean, default False

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. 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 (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#