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) (in [0, 2000], default 100.0)

Type:

float

bokeh_neighbor_max

Maximum brightness to consider when rejecting bokeh sprites based on neighborhood (lower is faster) (in [0, 100000], default 10.0)

Type:

float

bokeh_overblur

Apply blur to each jittered sample to reduce under-sampling artifacts (in [0, 100], default 5.0)

Type:

float

bokeh_threshold

Brightness threshold for using sprite base depth of field (in [0, 100000], default 1.0)

Type:

float

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. (in [0, inf], default 0.0)

Type:

float

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. (in [0, inf], default 10.0)

Type:

float

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. (in [0, inf], default 0.0)

Type:

float

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. (in [0, inf], default 0.0)

Type:

float

direct_light_intensity

Scale the contribution of direct lighting (in [0, inf], default 1.0)

Type:

float

fast_gi_bias

Bias the shading normal to reduce self intersection artifacts (in [0, 1], default 0.05)

Type:

float

fast_gi_distance

If non-zero, the maximum distance at which other surfaces will contribute to the fast GI approximation (in [0, 100000], default 0.0)

Type:

float

fast_gi_method

Fast GI approximation method (default 'GLOBAL_ILLUMINATION')

  • 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:

Literal[‘AMBIENT_OCCLUSION_ONLY’, ‘GLOBAL_ILLUMINATION’]

fast_gi_quality

Precision of the fast GI ray marching (in [0, 1], default 0.25)

Type:

float

fast_gi_ray_count

Amount of GI ray to trace for each pixel (in [1, 16], default 2)

Type:

int

fast_gi_resolution

Control the quality of the fast GI lighting. Higher resolution uses more memory. (default '2')

  • 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:

Literal[‘1’, ‘2’, ‘4’, ‘8’, ‘16’]

fast_gi_step_count

Amount of screen sample per GI ray (in [1, 64], default 8)

Type:

int

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. (in [0.0174533, 3.14159], default 0.785398)

Type:

float

fast_gi_thickness_near

Geometric thickness of the surfaces when computing fast GI and ambient occlusion. Reduces light leaking and missing contact occlusion. (in [0, 100000], default 0.25)

Type:

float

gi_cubemap_resolution

Size of every cubemaps (default '512')

Type:

Literal[‘128’, ‘256’, ‘512’, ‘1024’, ‘2048’, ‘4096’]

gi_diffuse_bounces

Number of times the light is reinjected inside light grids, 0 disable indirect diffuse light (in [0, inf], default 3)

Type:

int

gi_glossy_clamp

Clamp pixel intensity to reduce noise inside glossy reflections from reflection cubemaps (0 to disable) (in [0, inf], default 0.0)

Type:

float

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 (default '16')

Type:

Literal[‘16’, ‘32’, ‘64’, ‘128’, ‘256’, ‘512’, ‘1024’]

gi_visibility_resolution

Size of the shadow map applied to each irradiance sample (default '32')

Type:

Literal[‘8’, ‘16’, ‘32’, ‘64’]

indirect_light_intensity

Scale the contribution of indirect lighting (in [0, inf], default 1.0)

Type:

float

light_threshold

Minimum light intensity for a light to contribute to the lighting (in [0, inf], default 0.01)

Type:

float

motion_blur_depth_scale

Lower values will reduce background bleeding onto foreground elements (in [0, inf], default 100.0)

Type:

float

motion_blur_max

Maximum blur distance a pixel can spread over (in [0, 2048], default 32)

Type:

int

motion_blur_steps

Controls accuracy of motion blur, more steps means longer render time (in [1, inf], default 1)

Type:

int

overscan_size

Percentage of render size to add as overscan to the internal render buffers (in [0, 50], default 3.0)

Type:

float

ray_tracing_method

Select the tracing method used to find scene-ray intersections (default 'SCREEN')

  • 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:

Literal[‘PROBE’, ‘SCREEN’]

ray_tracing_options

EEVEE settings for tracing reflections (readonly)

Type:

RaytraceEEVEE

shadow_pcf_grain

Scale factor for the Pcf kernel tap spacing (larger values spread the filter wider, softening shadows) (in [0.01, 10], default 1.0)

Type:

float

shadow_pcf_offset

Scale of the Pcf center offset to reduce self-shadowing artifacts (in [0, 10], default 1.0)

Type:

float

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 (default '512')

Type:

Literal[‘16’, ‘32’, ‘64’, ‘128’, ‘256’, ‘512’, ‘1024’]

shadow_ray_count

Amount of shadow ray to trace for each light (in [1, 4], default 1)

Type:

int

shadow_resolution_scale

Resolution percentage of shadow maps (in [0, 1], default 1.0)

Type:

float

shadow_step_count

Amount of shadow map sample per shadow ray (in [1, 16], default 6)

Type:

int

shadow_use_pcf

Use stable 3x3 Percentage Closer Filtering instead of jittered ray-tracing for non-jittered lights (no TAA required) (default False)

Type:

bool

taa_render_samples

Number of samples per pixel for rendering (in [1, inf], default 64)

Type:

int

taa_samples

Number of samples, unlimited if 0 (in [0, inf], default 16)

Type:

int

use_bokeh_jittered

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

Type:

bool

use_fast_gi

Use faster global illumination technique for high roughness surfaces (default False)

Type:

bool

use_overscan

Internally render past the image border to avoid screen-space effects disappearing (default False)

Type:

bool

use_raytracing

Enable the ray-tracing module (default False)

Type:

bool

use_shadow_jitter_viewport

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

Type:

bool

use_shadows

Enable shadow casting from lights (default True)

Type:

bool

use_taa_reprojection

Denoise image using temporal reprojection (can leave some ghosting) (default True)

Type:

bool

use_volume_custom_range

Enable custom start and end clip distances for volume computation (default False)

Type:

bool

use_volumetric_shadows

Cast shadows from volumetric materials onto volumetric materials (Very expensive) (default False)

Type:

bool

volumetric_end

End distance of the volumetric effect (in [1e-06, inf], default 100.0)

Type:

float

volumetric_light_clamp

Maximum light contribution, reducing noise (in [0, inf], default 0.0)

Type:

float

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. (in [1, 16], default 16)

Type:

int

volumetric_sample_distribution

Distribute more samples closer to the camera (in [0, 1], default 0.8)

Type:

float

volumetric_samples

Number of steps to compute volumetric effects. Higher step count increase VRAM usage and quality. (in [1, 256], default 64)

Type:

int

volumetric_shadow_samples

Number of samples to compute volumetric shadowing (in [1, 128], default 16)

Type:

int

volumetric_start

Start distance of the volumetric effect (in [1e-06, inf], default 0.1)

Type:

float

volumetric_tile_size

Control the quality of the volumetric effects. Higher resolution uses more memory. (default '8')

  • 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:

Literal[‘1’, ‘2’, ‘4’, ‘8’, ‘16’]

classmethod bl_rna_get_subclass(id, default=None, /)
Parameters:
  • id (str) – The RNA type identifier.

  • default (bpy.types.Struct | None) – The value to return when not found.

Returns:

The RNA type or default when not found.

Return type:

bpy.types.Struct

classmethod bl_rna_get_subclass_py(id, default=None, /)
Parameters:
  • id (str) – The RNA type identifier.

  • default (type | None) – The value to return when not found.

Returns:

The class or default when not found.

Return type:

type

Inherited Properties

Inherited Functions

References