unreal.ExponentialHeightFogComponent
¶
- class unreal.ExponentialHeightFogComponent(outer=None, name='None')¶
Bases:
unreal.SceneComponent
Used to create fogging effects such as clouds but with a density that is related to the height of the fog.
C++ Source:
Module: Engine
File: ExponentialHeightFogComponent.h
Editor Properties: (see get_editor_property/set_editor_property)
absolute_location
(bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parentabsolute_rotation
(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parentasset_user_data
(Array(AssetUserData)): [Read-Write] Array of user data stored with the componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcomponent_tags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.detail_mode
(DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.directional_inscattering_color
(LinearColor): [Read-Write] Controls the color of the directional inscattering, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.directional_inscattering_exponent
(float): [Read-Write] Controls the size of the directional inscattering cone, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.directional_inscattering_start_distance
(float): [Read-Write] Controls the start distance from the viewer of the directional inscattering, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.editable_when_inherited
(bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor classenable_volumetric_fog
(bool): [Read-Write] Whether to enable Volumetric fog. Scalability settings control the resolution of the fog simulation. Note that Volumetric fog currently does not support StartDistance, FogMaxOpacity and FogCutoffDistance. Volumetric fog also can’t match exponential height fog in general as exponential height fog has non-physical behavior.fog_cutoff_distance
(float): [Read-Write] Scene elements past this distance will not have fog applied. This is useful for excluding skyboxes which already have fog baked in.fog_density
(float): [Read-Write] Global density factor.fog_height_falloff
(float): [Read-Write] Height density factor, controls how the density increases as height decreases. Smaller values make the visible transition larger.fog_inscattering_color
(LinearColor): [Read-Write] Fog Inscattering Colorfog_max_opacity
(float): [Read-Write] Maximum opacity of the fog. A value of 1 means the fog can become fully opaque at a distance and replace scene color completely, A value of 0 means the fog color will not be factored in at all.fully_directional_inscattering_color_distance
(float): [Read-Write] Distance at which InscatteringColorCubemap should be used directly for the Inscattering Color.hidden_in_game
(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.inscattering_color_cubemap
(TextureCube): [Read-Write] Cubemap that can be specified for fog color, which is useful to make distant, heavily fogged scene elements match the sky. When the cubemap is specified, FogInscatteringColor is ignored and Directional inscattering is disabled.inscattering_color_cubemap_angle
(float): [Read-Write] Angle to rotate the InscatteringColorCubemap around the Z axis.inscattering_texture_tint
(LinearColor): [Read-Write] Tint color used when InscatteringColorCubemap is specified, for quick edits without having to reimport InscatteringColorCubemap.is_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildsmobility
(ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.non_directional_inscattering_color_distance
(float): [Read-Write] Distance at which only the average color of InscatteringColorCubemap should be used as Inscattering Color.on_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedoverride_light_colors_with_fog_inscattering_colors
(bool): [Read-Write] Whether to use FogInscatteringColor for the Sky Light volumetric scattering color and DirectionalInscatteringColor for the Directional Light scattering color. Make sure your directional light has ‘Atmosphere Sun Light’ enabled! Enabling this allows Volumetric fog to better match Height fog in the distance, but produces non-physical volumetric lighting that may not match surface lighting.physics_volume_changed_delegate
(PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *primary_component_tick
(ActorComponentTickFunction): [Read-Write] Main tick function for the Componentrelative_location
(Vector): [Read-Write] Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Rotation of the component relative to its parentrelative_scale3d
(Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)replicates
(bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!second_fog_data
(ExponentialHeightFogData): [Read-Write] Settings for the second fog. Setting the density of this to 0 means it doesn’t have any influence.should_update_physics_volume
(bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()start_distance
(float): [Read-Write] Distance from the camera that the fog will start, in world units.use_attach_parent_bound
(bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.visible
(bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.volumetric_fog_albedo
(Color): [Read-Write] The height fog particle reflectiveness used by volumetric fog. Water particles in air have an albedo near white, while dust has slightly darker value.volumetric_fog_distance
(float): [Read-Write] Distance over which volumetric fog should be computed. Larger values extend the effect into the distance but expose under-sampling artifacts in details.volumetric_fog_emissive
(LinearColor): [Read-Write] Light emitted by height fog. This is a density so more light is emitted the further you are looking through the fog. In most cases skylight is a better choice, however right now volumetric fog does not support precomputed lighting, So stationary skylights are unshadowed and static skylights don’t affect volumetric fog at all.volumetric_fog_extinction_scale
(float): [Read-Write] Scales the height fog particle extinction amount used by volumetric fog. Values larger than 1 cause fog particles everywhere absorb more light.volumetric_fog_scattering_distribution
(float): [Read-Write] Controls the scattering phase function - how much incoming light scatters in various directions. A distribution value of 0 scatters equally in all directions, while .9 scatters predominantly in the light direction. In order to have visible volumetric fog light shafts from the side, the distribution will need to be closer to 0.volumetric_fog_static_lighting_scattering_intensity
(float): [Read-Write] Volumetric Fog Static Lighting Scattering Intensity
- property directional_inscattering_color¶
[Read-Only] Controls the color of the directional inscattering, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.
- Type
- property directional_inscattering_exponent¶
[Read-Only] Controls the size of the directional inscattering cone, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.
- Type
(float)
- property directional_inscattering_start_distance¶
[Read-Only] Controls the start distance from the viewer of the directional inscattering, which is used to approximate inscattering from a directional light. Note: there must be a directional light with bUsedAsAtmosphereSunLight enabled for DirectionalInscattering to be used.
- Type
(float)
- property enable_volumetric_fog¶
[Read-Only] Whether to enable Volumetric fog. Scalability settings control the resolution of the fog simulation. Note that Volumetric fog currently does not support StartDistance, FogMaxOpacity and FogCutoffDistance. Volumetric fog also can’t match exponential height fog in general as exponential height fog has non-physical behavior.
- Type
(bool)
- property fog_cutoff_distance¶
[Read-Only] Scene elements past this distance will not have fog applied. This is useful for excluding skyboxes which already have fog baked in.
- Type
(float)
- property fog_height_falloff¶
[Read-Only] Height density factor, controls how the density increases as height decreases. Smaller values make the visible transition larger.
- Type
(float)
- property fog_inscattering_color¶
[Read-Only] Fog Inscattering Color
- Type
- property fog_max_opacity¶
[Read-Only] Maximum opacity of the fog. A value of 1 means the fog can become fully opaque at a distance and replace scene color completely, A value of 0 means the fog color will not be factored in at all.
- Type
(float)
- property fully_directional_inscattering_color_distance¶
[Read-Only] Distance at which InscatteringColorCubemap should be used directly for the Inscattering Color.
- Type
(float)
- property inscattering_color_cubemap¶
[Read-Only] Cubemap that can be specified for fog color, which is useful to make distant, heavily fogged scene elements match the sky. When the cubemap is specified, FogInscatteringColor is ignored and Directional inscattering is disabled.
- Type
- property inscattering_color_cubemap_angle¶
[Read-Only] Angle to rotate the InscatteringColorCubemap around the Z axis.
- Type
(float)
- property inscattering_texture_tint¶
[Read-Only] Tint color used when InscatteringColorCubemap is specified, for quick edits without having to reimport InscatteringColorCubemap.
- Type
- property non_directional_inscattering_color_distance¶
[Read-Only] Distance at which only the average color of InscatteringColorCubemap should be used as Inscattering Color.
- Type
(float)
- property override_light_colors_with_fog_inscattering_colors¶
[Read-Only] Whether to use FogInscatteringColor for the Sky Light volumetric scattering color and DirectionalInscatteringColor for the Directional Light scattering color. Make sure your directional light has ‘Atmosphere Sun Light’ enabled! Enabling this allows Volumetric fog to better match Height fog in the distance, but produces non-physical volumetric lighting that may not match surface lighting.
- Type
(bool)
- property second_fog_data¶
[Read-Only] Settings for the second fog. Setting the density of this to 0 means it doesn’t have any influence.
- Type
- set_directional_inscattering_color(value) → None¶
Set Directional Inscattering Color
- Parameters
value (LinearColor) –
- set_directional_inscattering_exponent(value) → None¶
Set Directional Inscattering Exponent
- Parameters
value (float) –
- set_directional_inscattering_start_distance(value) → None¶
Set Directional Inscattering Start Distance
- Parameters
value (float) –
- set_fog_inscattering_color(value) → None¶
Set Fog Inscattering Color
- Parameters
value (LinearColor) –
- set_fully_directional_inscattering_color_distance(value) → None¶
Set Fully Directional Inscattering Color Distance
- Parameters
value (float) –
- set_inscattering_color_cubemap(value) → None¶
Set Inscattering Color Cubemap
- Parameters
value (TextureCube) –
- set_inscattering_color_cubemap_angle(value) → None¶
Set Inscattering Color Cubemap Angle
- Parameters
value (float) –
- set_inscattering_texture_tint(value) → None¶
Set Inscattering Texture Tint
- Parameters
value (LinearColor) –
- set_non_directional_inscattering_color_distance(value) → None¶
Set Non Directional Inscattering Color Distance
- Parameters
value (float) –
- set_volumetric_fog_albedo(new_value) → None¶
Set Volumetric Fog Albedo
- Parameters
new_value (Color) –
- set_volumetric_fog_distance(new_value) → None¶
Set Volumetric Fog Distance
- Parameters
new_value (float) –
- set_volumetric_fog_emissive(new_value) → None¶
Set Volumetric Fog Emissive
- Parameters
new_value (LinearColor) –
- set_volumetric_fog_extinction_scale(new_value) → None¶
Set Volumetric Fog Extinction Scale
- Parameters
new_value (float) –
- set_volumetric_fog_scattering_distribution(new_value) → None¶
Set Volumetric Fog Scattering Distribution
- Parameters
new_value (float) –
- property start_distance¶
[Read-Only] Distance from the camera that the fog will start, in world units.
- Type
(float)
- property volumetric_fog_albedo¶
[Read-Only] The height fog particle reflectiveness used by volumetric fog. Water particles in air have an albedo near white, while dust has slightly darker value.
- Type
(Color)
- property volumetric_fog_distance¶
[Read-Only] Distance over which volumetric fog should be computed. Larger values extend the effect into the distance but expose under-sampling artifacts in details.
- Type
(float)
- property volumetric_fog_emissive¶
[Read-Only] Light emitted by height fog. This is a density so more light is emitted the further you are looking through the fog. In most cases skylight is a better choice, however right now volumetric fog does not support precomputed lighting, So stationary skylights are unshadowed and static skylights don’t affect volumetric fog at all.
- Type
- property volumetric_fog_extinction_scale¶
[Read-Only] Scales the height fog particle extinction amount used by volumetric fog. Values larger than 1 cause fog particles everywhere absorb more light.
- Type
(float)
- property volumetric_fog_scattering_distribution¶
[Read-Only] Controls the scattering phase function - how much incoming light scatters in various directions. A distribution value of 0 scatters equally in all directions, while .9 scatters predominantly in the light direction. In order to have visible volumetric fog light shafts from the side, the distribution will need to be closer to 0.
- Type
(float)