unreal.CompositeLayerShadowReflection¶
- class unreal.CompositeLayerShadowReflection(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
CompositeLayerBaseLayer that catches shadows and reflections received by registered primitives, producing a matte that is merged onto the plate. Implemented with two scene captures (one with the primitives, one without); the ratio of their results yields a multiplicative matte.
C++ Source:
Plugin: Composite
Module: Composite
File: CompositeLayerShadowReflection.h
Editor Properties: (see get_editor_property/set_editor_property)
actors(Array[Actor]): [Read-Write] List of reflection & shadow caster actors.auto_configure_actors(CompositeHiddenInSceneCaptureConfiguration): [Read-Write] deprecated: AutoConfigureActors is now deprecated.cached_visibility_in_scene_capture(Map[PrimitiveComponent, CompositeShadowReflectionPrimitiveState]): [Read-Write] deprecated: CachedVisibilityInSceneCapture is now deprecated.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.luminance_only(bool): [Read-Write] When true, the matte is computed from a single (grayscale) luminance ratio applied uniformly to all channels, instead of independent per-channel ratios. This can help minimize noise from divisions by values near zero, or avoid incorrect chromaticity in Lumen reflections.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.render_target_resolution(IntPoint): [Read-Write] Render target resolution for the scene captures.
- property auto_configure_actors: CompositeHiddenInSceneCaptureConfiguration¶
[Read-Write] deprecated: AutoConfigureActors is now deprecated.
- property cached_visibility_in_scene_capture: None¶
[Read-Write] deprecated: CachedVisibilityInSceneCapture is now deprecated.
- property luminance_only: bool¶
[Read-Write] When true, the matte is computed from a single (grayscale) luminance ratio applied uniformly to all channels, instead of independent per-channel ratios. This can help minimize noise from divisions by values near zero, or avoid incorrect chromaticity in Lumen reflections.
- Type:
(bool)