unreal.CompositePassMasking¶
- class unreal.CompositePassMasking(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
CompositePassBaseMasks the layer alpha using a texture, a geometry render of selected actors, or a combination of both. The resulting mask is multiplied into the input alpha.
C++ Source:
Plugin: Composite
Module: Composite
File: CompositePassMasking.h
Editor Properties: (see get_editor_property/set_editor_property)
display_name(str): [Read-Write] The display name of the passinput_is_premultiplied(bool): [Read-Write] Set true when the input texture stores premultiplied alpha (RGB already scaled by A). The pass will unpremultiply before masking and re-premultiply against the new alpha after, so RGB stays consistent with the masked alpha. Leave false for straight-alpha inputs.invert(bool): [Read-Write] Invert mask alpha.is_enabled(bool): [Read-Write] Whether or not the pass is active.mask_actors(Array[Actor]): [Read-Write] Actors whose mesh primitives are rendered as a geometry mask.mask_source(CompositeColorChannel): [Read-Write] Color channel used as the mask source.mask_texture(Texture): [Read-Write] Masking texture.masking_mode(CompositeMaskingMode): [Read-Write] Masking source mode.premultiplied_in_display_space(bool): [Read-Write] Set true when the input’s premultiplication was applied in sRGB display space rather than linear (e.g. an Ultimatte fill, where the upstream processor multiplies the camera fill by the matte in display before delivering it).Has no effect when bInputIsPremultiplied is false.
render_target_resolution(IntPoint): [Read-Write] Render target resolution for the geometry mask scene capture.visible_in_scene_capture_only(bool): [Read-Write] Visibility setting applied to mask actors. By default, mask meshes will only be visible in scene captures.
- property input_is_premultiplied: bool¶
[Read-Write] Set true when the input texture stores premultiplied alpha (RGB already scaled by A). The pass will unpremultiply before masking and re-premultiply against the new alpha after, so RGB stays consistent with the masked alpha. Leave false for straight-alpha inputs.
- Type:
(bool)
- property mask_actors: None¶
[Read-Write] Actors whose mesh primitives are rendered as a geometry mask.
- property mask_source: CompositeColorChannel¶
[Read-Write] Color channel used as the mask source.
- Type:
- property masking_mode: CompositeMaskingMode¶
[Read-Write] Masking source mode.
- Type:
- property premultiplied_in_display_space: bool¶
[Read-Write] Set true when the input’s premultiplication was applied in sRGB display space rather than linear (e.g. an Ultimatte fill, where the upstream processor multiplies the camera fill by the matte in display before delivering it).
Has no effect when bInputIsPremultiplied is false.
- Type:
(bool)