# 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 disabled)

    Type: | float in [0, 100000], default 0.0

  `bloom_color`

    Color applied to the bloom effect

    Type: | float array 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_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_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 time 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 disabled)

    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 [0.05, 10], default 0.1

  `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

  `light_threshold`

    Minimum light intensity for a light to contribute to the lighting

    Type: | float in [0, inf], default 0.01

  `motion_blur_samples`

    Number of samples to take with motion blur

    Type: | int in [1, 64], default 8

  `motion_blur_shutter`

    Time taken in frames between shutter open and close

    Type: | float in [0, inf], default 0.5

  `overscan_size`

    Percentage of render size to add as overscan to the internal render buffers

    Type: | float in [0, 50], default 3.0

  `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’

  `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 disabled)

    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 raytracing

    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 pixels 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_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_motion_blur`

    Enable motion blur effect (only in camera view)

    Type: | boolean, default False

  `use_overscan`

    Internally render past the image border to avoid screen-space effects disappearing

    Type: | boolean, default False

  `use_shadow_high_bitdepth`

    Use 32bit shadows

    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_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

`bpy_struct.id_data` |

Inherited Functions

`bpy_struct.as_pointer` `bpy_struct.driver_add` `bpy_struct.driver_remove` `bpy_struct.get` `bpy_struct.is_property_hidden` `bpy_struct.is_property_overridable_library` `bpy_struct.is_property_readonly` `bpy_struct.is_property_set` `bpy_struct.items` `bpy_struct.keyframe_delete` | `bpy_struct.keyframe_insert` `bpy_struct.keys` `bpy_struct.path_from_id` `bpy_struct.path_resolve` `bpy_struct.pop` `bpy_struct.property_overridable_library_set` `bpy_struct.property_unset` `bpy_struct.type_recast` `bpy_struct.values`

References

`Scene.eevee` |