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float |
AccumulationGamma |
For advanced users, the gamma space to apply accumulation in. |
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TEnumAsByte< EAntiAliasingMethod > |
AntiAliasingMethod |
If we are overriding the AA method, what do we use? None will turn off anti-aliasing. |
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bool |
bOverrideAntiAliasing |
Should we override the Project's anti-aliasing setting during a movie render? This can be useful to have TAA on during normal work in the editor but force it off for high quality renders /w many spatial samples. |
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bool |
bRenderWarmUpFrames |
Should we submit the warm-up frames to the GPU? Generally you want this disabled (as it is more performant), but some systems (such as gpu particles) need to be rendered to actually perform their warm-up. |
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bool |
bUseCameraCutForWarmUp |
Should we use the excess in the camera cut track to determine engine warmup? When disabled, the sequence is evaluated once at the first frame and then waits there for EngineWarmUpCount many frames. |
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int32 |
EngineWarmUpCount |
The number of frames at the start of each shot that the engine will run without rendering. |
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int32 |
RenderWarmUpCount |
The number of frames at the start of each shot that the engine will render and then discard. |
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int32 |
SpatialSampleCount |
How many frames should we accumulate together before contributing to one overall sample. |
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int32 |
TemporalSampleCount |
The number of frames we should combine together to produce each output frame. |