unreal.DisplayClusterConfigurationViewport_ColorGradingMiscSettings
¶
- class unreal.DisplayClusterConfigurationViewport_ColorGradingMiscSettings(override_blue_correction: bool = False, override_expand_gamut: bool = False, override_scene_color_tint: bool = False, blue_correction: float = 0.0, expand_gamut: float = 0.0, scene_color_tint: LinearColor = Ellipsis)¶
Bases:
StructBase
Display Cluster Configuration Viewport Color Grading Misc Settings
C++ Source:
Plugin: nDisplay
Module: DisplayClusterConfiguration
File: DisplayClusterConfigurationTypes_Postprocess.h
Editor Properties: (see get_editor_property/set_editor_property)
blue_correction
(float): [Read-Write] Correct for artifacts with “electric” blues due to the ACEScg color space. Bright blue desaturates instead of going to violet.expand_gamut
(float): [Read-Write] Expand bright saturated colors outside the sRGB gamut to fake wide gamut rendering.override_blue_correction
(bool): [Read-Write]override_expand_gamut
(bool): [Read-Write]override_scene_color_tint
(bool): [Read-Write]scene_color_tint
(LinearColor): [Read-Write] Scene tint color
- property blue_correction: float¶
[Read-Write] Correct for artifacts with “electric” blues due to the ACEScg color space. Bright blue desaturates instead of going to violet.
- Type:
(float)
- property expand_gamut: float¶
[Read-Write] Expand bright saturated colors outside the sRGB gamut to fake wide gamut rendering.
- Type:
(float)
- property scene_color_tint: LinearColor¶
[Read-Write] Scene tint color
- Type: