user: Give a detailed overview of SceneEEVEE(bpy_struct): syntax, arguments, return values, common patterns.

assistant: # SceneEEVEE(bpy_struct)

base class — [`bpy_struct`](bpy.types.bpy_struct.html#bpy.types.bpy_struct "bpy.types.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`](bpy.types.RaytraceEEVEE.html#bpy.types.RaytraceEEVEE "bpy.types.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`](bpy.types.Struct.html#bpy.types.Struct "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