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)
- 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
- fast_gi_bias
Bias the shading normal to reduce self intersection artifacts
- Type:
float in [0, 1], default 0.05
- fast_gi_distance
If non-zero, the maximum distance at which other surfaces will contribute to the fast GI approximation
- Type:
float in [0, 100000], default 0.0
- fast_gi_method
Fast GI approximation method
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:
enum in [
'AMBIENT_OCCLUSION_ONLY'
,'GLOBAL_ILLUMINATION'
], default"'GLOBAL_ILLUMINATION'"
- fast_gi_quality
Precision of the fast GI ray marching
- Type:
float in [0, 1], default 0.25
- fast_gi_ray_count
Amount of GI ray to trace for each pixel
- Type:
int in [1, 16], default 2
- fast_gi_resolution
Control the quality of the fast GI 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'"
- fast_gi_step_count
Amount of screen sample per GI ray
- Type:
int in [1, 64], default 8
- 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.
- Type:
float in [0.0174533, 3.14159], default 0.785398
- fast_gi_thickness_near
Geometric thickness of the surfaces when computing fast GI and ambient occlusion. Reduces light leaking and missing contact occlusion.
- Type:
float in [0, 100000], default 0.25
- gi_cubemap_resolution
Size of every cubemaps
- Type:
enum in [
'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_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_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_visibility_resolution
Size of the shadow map applied to each irradiance sample
- Type:
enum in [
'8'
,'16'
,'32'
,'64'
], default"'32'"
- 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_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"'512'"
- shadow_ray_count
Amount of shadow ray to trace for each light
- Type:
int in [1, 4], default 1
- shadow_resolution_scale
Resolution percentage of shadow maps
- Type:
float in [0, 1], default 1.0
- shadow_step_count
Amount of shadow map sample per shadow ray
- Type:
int in [1, 16], default 6
- 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_bokeh_jittered
Jitter camera position to create accurate blurring using render samples (only for final render)
- Type:
boolean, default False
- use_fast_gi
Use faster global illumination technique for high roughness surfaces
- Type:
boolean, default False
- 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_jitter_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 True
- 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_shadows
Cast shadows from volumetric materials onto volumetric materials (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 (str) – 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 (str) – The RNA type identifier.
- Returns:
The class or default when not found.
- Return type:
type