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_resolution#

Control the quality of the horizon scan lighting (lower size increase vram usage and quality)

Type:

enum in [‘1’, ‘2’, ‘4’], 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

  • 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_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_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#