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_ONLYAmbient Occlusion – Use ambient occlusion instead of full global illumination.GLOBAL_ILLUMINATIONGlobal 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')11:1 – Full resolution.21:2 – Render this effect at 50% render resolution.41:4 – Render this effect at 25% render resolution.81:8 – Render this effect at 12.5% render resolution.161:16 – 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')PROBELight Probe – Use light probes to find scene intersection.SCREENScreen-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:
- 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')11:1 – Full resolution.21:2 – Render this effect at 50% render resolution.41:4 – Render this effect at 25% render resolution.81:8 – Render this effect at 12.5% render resolution.161:16 – 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:
- 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