unreal.CameraExposureSettings
¶
- class unreal.CameraExposureSettings(method: AutoExposureMethod = Ellipsis, low_percent: float = 0.0, high_percent: float = 0.0, min_brightness: float = 0.0, max_brightness: float = 0.0, speed_up: float = 0.0, speed_down: float = 0.0, bias: float = 0.0, bias_curve: CurveFloat = Ellipsis, meter_mask: Texture = Ellipsis, histogram_log_min: float = 0.0, histogram_log_max: float = 0.0, calibration_constant: float = 0.0, apply_physical_camera_exposure: bool = False)¶
Bases:
StructBase
Camera Exposure Settings
C++ Source:
Module: Engine
File: Scene.h
Editor Properties: (see get_editor_property/set_editor_property)
apply_physical_camera_exposure
(bool): [Read-Write] Enables physical camera exposure using ShutterSpeed/ISO/Aperture.bias
(float): [Read-Write] Logarithmic adjustment for the exposure. Only used if a tonemapper is specified. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, …bias_curve
(CurveFloat): [Read-Write] Exposure compensation based on the scene EV100. Used to calibrate the final exposure differently depending on the average scene luminance. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, …calibration_constant
(float): [Read-Write] Calibration constant for 18% albedo.high_percent
(float): [Read-Write] The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 80 .. 95histogram_log_max
(float): [Read-Write] temporary exposed until we found good values 4: 16, 8: 256histogram_log_min
(float): [Read-Write] temporary exposed until we found good values, -8: 1/256, -10: 1/1024low_percent
(float): [Read-Write] The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 70 .. 80max_brightness
(float): [Read-Write] A good value should be positive (2 is a good value). This is the maximum brightness the auto exposure can adapt to. It should be tweaked in a bright lighting situation (too small: image appears too bright, too large: image appears too dark). Note: Tweaking emissive materials and lights or tweaking auto exposure can look the same. Tweaking auto exposure has global effect and defined the HDR range - you don’t want to change that late in the project development. Eye Adaptation is disabled if MinBrightness = MaxBrightnessmeter_mask
(Texture): [Read-Write] Exposure metering mask. Bright spots on the mask will have high influence on auto-exposure metering and dark spots will have low influence.method
(AutoExposureMethod): [Read-Write] Luminance computation methodmin_brightness
(float): [Read-Write] A good value should be positive near 0. This is the minimum brightness the auto exposure can adapt to. It should be tweaked in a dark lighting situation (too small: image appears too bright, too large: image appears too dark). Note: Tweaking emissive materials and lights or tweaking auto exposure can look the same. Tweaking auto exposure has global effect and defined the HDR range - you don’t want to change that late in the project development. Eye Adaptation is disabled if MinBrightness = MaxBrightnessspeed_down
(float): [Read-Write] In F-stops per second, should be >0speed_up
(float): [Read-Write] In F-stops per second, should be >0
- property apply_physical_camera_exposure: bool¶
[Read-Write] Enables physical camera exposure using ShutterSpeed/ISO/Aperture.
- Type:
(bool)
- property bias: float¶
[Read-Write] Logarithmic adjustment for the exposure. Only used if a tonemapper is specified. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, …
- Type:
(float)
- property bias_curve: CurveFloat¶
[Read-Write] Exposure compensation based on the scene EV100. Used to calibrate the final exposure differently depending on the average scene luminance. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, …
- Type:
- property calibration_constant: float¶
[Read-Write] Calibration constant for 18% albedo.
- Type:
(float)
- property high_percent: float¶
[Read-Write] The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 80 .. 95
- Type:
(float)
- property histogram_log_max: float¶
16, 8: 256
- Type:
(float)
- Type:
[Read-Write] temporary exposed until we found good values 4
- property histogram_log_min: float¶
1/256, -10: 1/1024
- Type:
(float)
- Type:
[Read-Write] temporary exposed until we found good values, -8
- property low_percent: float¶
[Read-Write] The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 70 .. 80
- Type:
(float)
- property max_brightness: float¶
[Read-Write] A good value should be positive (2 is a good value). This is the maximum brightness the auto exposure can adapt to. It should be tweaked in a bright lighting situation (too small: image appears too bright, too large: image appears too dark). Note: Tweaking emissive materials and lights or tweaking auto exposure can look the same. Tweaking auto exposure has global effect and defined the HDR range - you don’t want to change that late in the project development. Eye Adaptation is disabled if MinBrightness = MaxBrightness
- Type:
(float)
- property meter_mask: Texture¶
[Read-Write] Exposure metering mask. Bright spots on the mask will have high influence on auto-exposure metering and dark spots will have low influence.
- Type:
(Texture)
- property method: AutoExposureMethod¶
[Read-Write] Luminance computation method
- Type:
- property min_brightness: float¶
[Read-Write] A good value should be positive near 0. This is the minimum brightness the auto exposure can adapt to. It should be tweaked in a dark lighting situation (too small: image appears too bright, too large: image appears too dark). Note: Tweaking emissive materials and lights or tweaking auto exposure can look the same. Tweaking auto exposure has global effect and defined the HDR range - you don’t want to change that late in the project development. Eye Adaptation is disabled if MinBrightness = MaxBrightness
- Type:
(float)