unreal.CompositeLayerPlate¶
- class unreal.CompositeLayerPlate(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
CompositeLayerBaseLayer that renders a media texture into the composite stack, with optional scene projection via composite meshes.
With composite meshes and default plugin materials, the media texture is projected into the scene. These meshes are rendered separately in a custom render pass without post-processing. By default, they are also marked as holdout such that the plate layer can be composited under the main render.
Without composite meshes, the plate layer can be used solely as a 2D layer. In this case however, interactions between CG and media in the scene are lost.
C++ Source:
Plugin: Composite
Module: Composite
File: CompositeLayerPlate.h
Editor Properties: (see get_editor_property/set_editor_property)
composite_meshes(Array[Actor]): [Read-Write] Actors whose primitive mesh components will be marked as primitive alpha holdout, and rendered separately with the projected (media) texture.control_mesh_visibility(bool): [Read-Write] When enabled, the plate layers automatically control the visibility of registered composite meshes. Disabling restores visibility on all registered composite meshes.display_name(str): [Read-Write] The display name of the passis_enabled(bool): [Read-Write] Whether or not the pass is active.is_holdout_enabled(bool): [Read-Write] Composite meshes are marked as primitive alpha holdout for the main render.This is default-enabled to bypass post-processing on media pixels, primarily to avoid temporal upscaling artifacts and the tone curve. However when working in 3D, holdout can be disabled to only preserve the plate projection functionality and media passes.
layer_passes(Array[CompositePassBase]): [Read-Write] Sub-passes applied to this layer’s input before it is merged into the composite stack.media_passes(Array[CompositePassBase]): [Read-Write] Media texture pre-processing passes, applied before rendering.The texture is replaced with an internal render target.
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.plate_mode(CompositePlateMode): [Read-Write] The plate sampling & rendering mode: direct texture sampling or separate composite mesh render.remove_overscan(bool): [Read-Write] Automatically remove overscan from the media texture by reading the camera’s overscan value. This inserts an implicit media pass that scales the footage to counteract the overscan expansion. Has no effect when the camera overscan is zero.scene_passes(Array[CompositePassBase]): [Read-Write] Passes applied after media passes, onto composite meshes only.The texture is replaced with an internal render target.
NOTE: Set the plate “Mode” to “Texture” in order to skip these scene passes during final compositing in post-processing. We now have an automatic scene pass to undistort a plate projected onto composite meshes. Using Texture mode can therefore avoid the automatic undistort -> distort pipeline.
texture(Texture): [Read-Write] Media texture for compositing layer.ultimatte_blend(bool): [Read-Write] When enabled, blending with the background is performed in sRGB display color space rather than linear. Use for Ultimatte Key & Fill workflows where the content is in display space.Additional Ultimatte requirements: - “Encoding Override” should be set to “Linear” on the (alpha) key media source to avoid color decoding. - Use an Ultimatte Masking pass to mask the fill texture with the alpha key texture.
Note: With composite meshes acting as holdouts, Ultimatte Blend needs to be set on the main render layer instead.
- property b_blend_in_display_space: bool¶
‘b_blend_in_display_space’ was renamed to ‘ultimatte_blend’.
- Type:
- property composite_meshes: None¶
[Read-Write] Actors whose primitive mesh components will be marked as primitive alpha holdout, and rendered separately with the projected (media) texture.
- property control_mesh_visibility: bool¶
[Read-Write] When enabled, the plate layers automatically control the visibility of registered composite meshes. Disabling restores visibility on all registered composite meshes.
- Type:
(bool)
- get_composite_texture() Texture¶
Returns the media texture, optionally pre-processed with layer & scene-only passes into a render target.
- Return type:
- property is_holdout_enabled: bool¶
[Read-Write] Composite meshes are marked as primitive alpha holdout for the main render.
This is default-enabled to bypass post-processing on media pixels, primarily to avoid temporal upscaling artifacts and the tone curve. However when working in 3D, holdout can be disabled to only preserve the plate projection functionality and media passes.
- Type:
(bool)
- property media_passes: None¶
[Read-Write] Media texture pre-processing passes, applied before rendering.
The texture is replaced with an internal render target.
- Type:
- property plate_mode: CompositePlateMode¶
direct texture sampling or separate composite mesh render.
- Type:
- Type:
[Read-Write] The plate sampling & rendering mode
- property remove_overscan: bool¶
[Read-Write] Automatically remove overscan from the media texture by reading the camera’s overscan value. This inserts an implicit media pass that scales the footage to counteract the overscan expansion. Has no effect when the camera overscan is zero.
- Type:
(bool)
- property scene_passes: None¶
[Read-Write] Passes applied after media passes, onto composite meshes only.
The texture is replaced with an internal render target.
NOTE: Set the plate “Mode” to “Texture” in order to skip these scene passes during final compositing in post-processing. We now have an automatic scene pass to undistort a plate projected onto composite meshes. Using Texture mode can therefore avoid the automatic undistort -> distort pipeline.
- Type:
- property ultimatte_blend: bool¶
[Read-Write] When enabled, blending with the background is performed in sRGB display color space rather than linear. Use for Ultimatte Key & Fill workflows where the content is in display space.
Additional Ultimatte requirements: - “Encoding Override” should be set to “Linear” on the (alpha) key media source to avoid color decoding. - Use an Ultimatte Masking pass to mask the fill texture with the alpha key texture.
Note: With composite meshes acting as holdouts, Ultimatte Blend needs to be set on the main render layer instead.
- Type:
(bool)