unreal.AccumulationDOFComponent¶
- class unreal.AccumulationDOFComponent(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
ActorComponentSettings component for cinematic aperture-sampled depth of field.
Attach to a CineCameraActor to configure DOF rendering settings for: - Movie Render Queue (via AccumulationDOF pass) - Editor viewport preview (Level Viewport >> Scalability & Performance >> Accumulation DOF)
C++ Source:
Plugin: AccumulationDOF
Module: AccumulationDOF
File: AccumulationDOFComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
asset_user_data(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentasset_user_data_editor_only(Array[AssetUserData]): [Read-Write] Array of user data stored with the componentauto_activate(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.axial_chromatic_aberration_intensity(float): [Read-Write] Axial chromatic aberration intensity as percentage of focus distance in %. Note: Lateral chromatic aberration uses the camera’s PostProcessSettings.SceneFringeIntensity.axial_chromatic_aberration_num_bands(int32): [Read-Write] Number of focal planes for axial chromatic aberration. Controls how many distinct focal distances are used across the spectrum.bokeh_edge_softness(float): [Read-Write] Softness of bokeh edges 0.0 - 1.0. Higher values create smoother bokeh boundaries by applying a soft falloff near the aperture edge.bokeh_texture(Texture2D): [Read-Write] Bokeh texture to weight aperture samples. Texture should be linear. If it has an alpha channel, you can optionally pick it as transmission mask.can_ever_affect_navigation(bool): [Read-Write] Whether this component can potentially influence navigationcoma_aberration(float): [Read-Write] Coma aberration strength (Seidel W131). Off-axis points develop comet-like tails pointing away from the optical axis. The effect increases with distance from the image center.component_tags(Array[Name]): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.dof_splat_size(float): [Read-Write] Fraction of main aperture diameter for DOF splat size (0.125 = 1/8th, 1.0 = full aperture, 0 = disabled). DOF splats add small engine DOF blur to each sample to fill gaps between sparse samples. This reduces the number of samples needed for a smooth bokeh, but will be softer at the edges than ideal.editable_when_inherited(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classenable_bokeh_texture(bool): [Read-Write] Enable bokeh textureenable_motion_blur(bool): [Read-Write] Enable motion blur on the accumulated DOF result.is_editor_only(bool): [Read-Write] If true, the component will be excluded from non-editor buildsnum_samples(int32): [Read-Write] Specifies the number of aperture samples to render (use more for better quality, but will take more time). The actual number of rendered samples may be different in order to comply with the sampling pattern.on_component_activated(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedprimary_component_tick(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentreplicate_using_registered_sub_object_list(bool): [Read-Write] When true the replication system will only replicate the registered subobjects list When false the replication system will instead call the virtual ReplicateSubObjects() function where the subobjects need to be manually replicated.replicates(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!sampling_pattern(ApertureSamplingPattern): [Read-Write] Aperture sampling pattern. Hexaweb is generally preferred but Vogel Spirals are pretty good too.spectral_lateral_chromatic_aberration(bool): [Read-Write] Spectral (actually multi-band) lateral chromatic aberrationWhen disabled, uses the Engine’s default lateral chromatic aberration.
spherical_aberration(float): [Read-Write] Primary spherical aberration coefficient (Seidel W040) in cm. Positive values cause marginal rays to focus closer than paraxial rays.temporal_history_mode(TemporalHistoryMode): [Read-Write] Controls how temporal history is updated during aperture sampling. Prefer Last for nowtint_strength(float): [Read-Write] Strength of bokeh tint application 0.0 - 1.0use_jitter_aa(bool): [Read-Write] Use Halton jitter AA instead of per-sample TAA. When disabled, TAA runs on each sample.weight_channel(BokehWeightChannel): [Read-Write] Which channel to extract weight from bokeh texture
- property axial_chromatic_aberration_intensity: float¶
[Read-Write] Axial chromatic aberration intensity as percentage of focus distance in %. Note: Lateral chromatic aberration uses the camera’s PostProcessSettings.SceneFringeIntensity.
- Type:
(float)
- property axial_chromatic_aberration_num_bands: int¶
[Read-Write] Number of focal planes for axial chromatic aberration. Controls how many distinct focal distances are used across the spectrum.
- Type:
(int32)
- property bokeh_edge_softness: float¶
[Read-Write] Softness of bokeh edges 0.0 - 1.0. Higher values create smoother bokeh boundaries by applying a soft falloff near the aperture edge.
- Type:
(float)
- property bokeh_texture: Texture2D¶
[Read-Write] Bokeh texture to weight aperture samples. Texture should be linear. If it has an alpha channel, you can optionally pick it as transmission mask.
- Type:
- property coma_aberration: float¶
[Read-Write] Coma aberration strength (Seidel W131). Off-axis points develop comet-like tails pointing away from the optical axis. The effect increases with distance from the image center.
- Type:
(float)
- property dof_splat_size: float¶
[Read-Write] Fraction of main aperture diameter for DOF splat size (0.125 = 1/8th, 1.0 = full aperture, 0 = disabled). DOF splats add small engine DOF blur to each sample to fill gaps between sparse samples. This reduces the number of samples needed for a smooth bokeh, but will be softer at the edges than ideal.
- Type:
(float)
- property enable_motion_blur: bool¶
[Read-Write] Enable motion blur on the accumulated DOF result.
- Type:
(bool)
- property num_samples: int¶
[Read-Write] Specifies the number of aperture samples to render (use more for better quality, but will take more time). The actual number of rendered samples may be different in order to comply with the sampling pattern.
- Type:
(int32)
- property sampling_pattern: ApertureSamplingPattern¶
[Read-Write] Aperture sampling pattern. Hexaweb is generally preferred but Vogel Spirals are pretty good too.
- Type:
- property spectral_lateral_chromatic_aberration: bool¶
[Read-Write] Spectral (actually multi-band) lateral chromatic aberration
When disabled, uses the Engine’s default lateral chromatic aberration.
- Type:
(bool)
- property spherical_aberration: float¶
[Read-Write] Primary spherical aberration coefficient (Seidel W040) in cm. Positive values cause marginal rays to focus closer than paraxial rays.
- Type:
(float)
- property temporal_history_mode: TemporalHistoryMode¶
[Read-Write] Controls how temporal history is updated during aperture sampling. Prefer Last for now
- Type:
- property tint_strength: float¶
[Read-Write] Strength of bokeh tint application 0.0 - 1.0
- Type:
(float)
- property use_jitter_aa: bool¶
[Read-Write] Use Halton jitter AA instead of per-sample TAA. When disabled, TAA runs on each sample.
- Type:
(bool)
- property weight_channel: BokehWeightChannel¶
[Read-Write] Which channel to extract weight from bokeh texture
- Type: