unreal.CompositeLayerPlate

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

Bases: CompositeLayerBase

Convenience 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.

Type:

(Array[Actor])

get_composite_texture() Texture

Returns the media texture, optionally pre-processed with layer & scene-only passes into a render target.

Return type:

Texture

property layer_passes: None

[Read-Write] Passes applied during final compositing in post-processing.

Type:

(Array[CompositePassBase])

property media_passes: None

[Read-Write] Media texture pre-processing passes, applied before rendering.

The texture is replaced with an internal render target.

Type:

(Array[CompositePassBase])

property media_texture: Texture

‘media_texture’ was renamed to ‘texture’.

Type:

deprecated

property passes: None

‘passes’ was renamed to ‘layer_passes’.

Type:

deprecated

property plate_mode: CompositePlateMode

direct texture sampling or separate composite mesh render.

Type:

(CompositePlateMode)

Type:

[Read-Write] The plate sampling & rendering mode

property postprocessing: None

‘postprocessing’ was renamed to ‘layer_passes’.

Type:

deprecated

property preprocessing: None

‘preprocessing’ was renamed to ‘media_passes’.

Type:

deprecated

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:

(Array[CompositePassBase])

property subpasses: None

‘subpasses’ was renamed to ‘layer_passes’.

Type:

deprecated

property texture: Texture

[Read-Write] Media texture for compositing layer.

Type:

(Texture)