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_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
- 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