unreal.CompositePassUltimatteMasking¶
- class unreal.CompositePassUltimatteMasking(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
CompositePassBaseConvenience masking pass for Ultimatte inputs. The input is always treated as premultiplied; only the mask texture and invert toggle are exposed. The mask is sampled from the red channel (the matte is delivered as a grayscale image).
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 passinvert(bool): [Read-Write] Invert mask alpha.is_enabled(bool): [Read-Write] Whether or not the pass is active.mask_texture(Texture): [Read-Write] Masking texture. The red channel is used as the mask source (Ultimatte mattes are grayscale).