unreal.CompositeLayerShadowReflection

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

Bases: CompositeLayerBase

Layer for shadow & reflection catching with two additional scene capture renders. Primitives are rendered in one scene capture but not the other. The division of both creates a multiplicative matte that can be applied onto the plate.

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] Depending on the configuration mode, we automatically enable or disable the following (primitive component) properties:

    • bHiddenInSceneCapture

    • bAffectIndirectLightingWhileHidden

    • bCastHiddenShadow

  • is_enabled (bool): [Read-Write] Whether or not the pass is enabled.

  • name (str): [Read-Write] Pass layer name.

  • operation (CompositeCoreMergeOp): [Read-Write] Merge operation applied on Input0 with Input1.

property actors: None

[Read-Write] List of reflection & shadow caster actors.

Type:

(Array[Actor])

property auto_configure_actors: CompositeHiddenInSceneCaptureConfiguration

[Read-Write] Depending on the configuration mode, we automatically enable or disable the following (primitive component) properties:

  • bHiddenInSceneCapture

  • bAffectIndirectLightingWhileHidden

  • bCastHiddenShadow

Type:

(CompositeHiddenInSceneCaptureConfiguration)