unreal.CompositePassLumaKeyer¶
- class unreal.CompositePassLumaKeyer(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
CompositePassBaseExtracts alpha from pixel luminance (luma key). Useful for isolating bright or dark regions without a colored backdrop.
C++ Source:
Plugin: Composite
Module: Composite
File: CompositePassColorKeyer.h
Editor Properties: (see get_editor_property/set_editor_property)
denoise_method(CompositeDenoiseMethod): [Read-Write] Denoising method applied before the keyer.display_name(str): [Read-Write] The display name of the passdisplay_space_luminance(bool): [Read-Write] When enabled, luminance is computed after converting the pixel to display space (sRGB encoding) rather than in linear light. This matches the luma-key behavior of other tools, where LumaRange values correspond to what you see on screen.invert_alpha(bool): [Read-Write] Invert the alpha key.is_enabled(bool): [Read-Write] Whether or not the pass is active.luma_range(Vector2f): [Read-Write] Luminance range [min, max] that maps to alpha [0, 1]. Pixels with luminance below min are fully transparent; above max are fully opaque.visualization(CompositeColorKeyerVisualization): [Read-Write] Vizualize the alpha key or fill.
- property denoise_method: CompositeDenoiseMethod¶
[Read-Write] Denoising method applied before the keyer.
- Type:
- property display_space_luminance: bool¶
[Read-Write] When enabled, luminance is computed after converting the pixel to display space (sRGB encoding) rather than in linear light. This matches the luma-key behavior of other tools, where LumaRange values correspond to what you see on screen.
- Type:
(bool)
- property luma_range: Vector2f¶
[Read-Write] Luminance range [min, max] that maps to alpha [0, 1]. Pixels with luminance below min are fully transparent; above max are fully opaque.
- Type:
(Vector2f)
- property visualization: CompositeColorKeyerVisualization¶
[Read-Write] Vizualize the alpha key or fill.
- Type: