unreal.CompositeLayerPlate¶
- class unreal.CompositeLayerPlate(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
CompositeLayerBaseConvenience layer for media texture integration, with additional processing options.
With composite meshes and default plugin materials, the media texture is projected into the scene & rendered separately as a custom render pass. The result is dilated and combined with other layers such as the main render (where the same composite meshes are rendered as holdouts).
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.is_enabled(bool): [Read-Write] Whether or not the pass is enabled.layer_passes(Array[CompositePassBase]): [Read-Write] Passes applied during final compositing in post-processing.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] Pass layer name.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.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.
- 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.
- get_composite_texture() Texture¶
Returns the media texture, optionally pre-processed with layer & scene-only passes into a render target.
- Return type:
- property layer_passes: None¶
[Read-Write] Passes applied during final compositing in post-processing.
- Type:
- 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 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: