unreal.CompositeLayerMainRender¶
- class unreal.CompositeLayerMainRender(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
CompositeLayerBaseLayer that fetches scene color from the main render during post-processing after tonemap. Preferable (for performance and rendering systems) to use the main render instead of additional scene captures.
C++ Source:
Plugin: Composite
Module: Composite
File: CompositeLayerMainRender.h
Editor Properties: (see get_editor_property/set_editor_property)
display_name(str): [Read-Write] The display name of the passis_enabled(bool): [Read-Write] Whether or not the pass is active.layer_passes(Array[CompositePassBase]): [Read-Write] Sub-passes applied to this layer’s input before it is merged into the composite stack.name(str): [Read-Write] Deprecated layer display name, use UCompositePassBase::DisplayName. deprecated: Use DisplayName instead.operation(CompositeCoreMergeOp): [Read-Write] Merge operation applied on Input0 with Input1.ultimatte_blend(bool): [Read-Write] When enabled, blending with the layer beneath is performed in sRGB display color space rather than linear. Required to match the 2D-plate Ultimatte path when composite meshes use a translucent grayscale holdout.Additional Ultimatte requirements: - “Encoding Override” should be set to “Linear” on the (alpha) key media source to avoid color decoding. - On the Plate layer feeding the composite meshes, use an Ultimatte Masking pass to mask the fill texture with the alpha key texture.
- property b_blend_in_display_space: bool¶
‘b_blend_in_display_space’ was renamed to ‘ultimatte_blend’.
- Type:
- property ultimatte_blend: bool¶
[Read-Write] When enabled, blending with the layer beneath is performed in sRGB display color space rather than linear. Required to match the 2D-plate Ultimatte path when composite meshes use a translucent grayscale holdout.
Additional Ultimatte requirements: - “Encoding Override” should be set to “Linear” on the (alpha) key media source to avoid color decoding. - On the Plate layer feeding the composite meshes, use an Ultimatte Masking pass to mask the fill texture with the alpha key texture.
- Type:
(bool)