unreal.CompositeLayerMainRender

class unreal.CompositeLayerMainRender(outer: Object | None = None, name: Name | str = 'None')

Bases: CompositeLayerBase

Layer 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 pass

  • is_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:

deprecated

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)