unreal.CompositeLayerShadowReflection¶
- class unreal.CompositeLayerShadowReflection(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
CompositeLayerBaseLayer 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 auto_configure_actors: CompositeHiddenInSceneCaptureConfiguration¶
[Read-Write] Depending on the configuration mode, we automatically enable or disable the following (primitive component) properties:
bHiddenInSceneCapture
bAffectIndirectLightingWhileHidden
bCastHiddenShadow