unreal.CompositePassUltimatteMasking

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

Bases: CompositePassBase

Convenience 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 pass

  • invert (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).

property invert: bool

[Read-Write] Invert mask alpha.

Type:

(bool)

property mask_texture: Texture

[Read-Write] Masking texture. The red channel is used as the mask source (Ultimatte mattes are grayscale).

Type:

(Texture)