unreal.LightPropagationVolumeSettings
¶
- class unreal.LightPropagationVolumeSettings(override_lpv_intensity=False, override_lpv_directional_occlusion_intensity=False, override_lpv_directional_occlusion_radius=False, override_lpv_diffuse_occlusion_exponent=False, override_lpv_specular_occlusion_exponent=False, override_lpv_diffuse_occlusion_intensity=False, override_lpv_specular_occlusion_intensity=False, override_lpv_size=False, override_lpv_secondary_occlusion_intensity=False, override_lpv_secondary_bounce_intensity=False, override_lpv_geometry_volume_bias=False, override_lpv_vpl_injection_bias=False, override_lpv_emissive_injection_intensity=False, lpv_intensity=1.0, lpv_vpl_injection_bias=0.64, lpv_size=5312.0, lpv_secondary_occlusion_intensity=0.0, lpv_secondary_bounce_intensity=0.0, lpv_geometry_volume_bias=0.384, lpv_emissive_injection_intensity=1.0, lpv_directional_occlusion_intensity=0.0, lpv_directional_occlusion_radius=8.0, lpv_diffuse_occlusion_exponent=1.0, lpv_specular_occlusion_exponent=7.0, lpv_diffuse_occlusion_intensity=1.0, lpv_specular_occlusion_intensity=1.0, lpv_fade_range=0.0, lpv_directional_occlusion_fade_range=0.0)¶
Bases:
unreal.StructBase
Light Propagation Volume Settings
C++ Source:
Module: Renderer
File: LightPropagationVolumeSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
lpv_diffuse_occlusion_exponent
(float): [Read-Write] Diffuse occlusion exponent - increase for more contrast. 1 to 2 is recommendedlpv_diffuse_occlusion_intensity
(float): [Read-Write] Diffuse occlusion intensity - higher values provide increased diffuse occlusion.lpv_directional_occlusion_fade_range
(float): [Read-Write] LPV Directional Occlusion Fade range - increase to fade more gradually towards the LPV edges.lpv_directional_occlusion_intensity
(float): [Read-Write] Controls the amount of directional occlusion. Requires LPV. Values very close to 1.0 are recommendedlpv_directional_occlusion_radius
(float): [Read-Write] Occlusion Radius - 16 is recommended for most sceneslpv_emissive_injection_intensity
(float): [Read-Write] LPVEmissive Injection Intensitylpv_fade_range
(float): [Read-Write] LPV Fade range - increase to fade more gradually towards the LPV edges.lpv_geometry_volume_bias
(float): [Read-Write] Bias applied to the geometry volume in cell units. Increase to reduce darkening due to secondary occlusionlpv_intensity
(float): [Read-Write] How strong the dynamic GI from the LPV should be. 0.0 is off, 1.0 is the “normal” value, but higher values can be used to boost the effectlpv_secondary_bounce_intensity
(float): [Read-Write] Secondary bounce light strength (bounce light shadows). Set to 0 to disablelpv_secondary_occlusion_intensity
(float): [Read-Write] Secondary occlusion strength (bounce light shadows). Set to 0 to disablelpv_size
(float): [Read-Write] The size of the LPV volume, in Unreal unitslpv_specular_occlusion_exponent
(float): [Read-Write] Specular occlusion exponent - increase for more contrast. 6 to 9 is recommendedlpv_specular_occlusion_intensity
(float): [Read-Write] Specular occlusion intensity - higher values provide increased specular occlusion.lpv_vpl_injection_bias
(float): [Read-Write] Bias applied to light injected into the LPV in cell units. Increase to reduce bleeding through thin wallsoverride_lpv_diffuse_occlusion_exponent
(bool): [Read-Write] Override LPVDiffuse Occlusion Exponentoverride_lpv_diffuse_occlusion_intensity
(bool): [Read-Write] Override LPVDiffuse Occlusion Intensityoverride_lpv_directional_occlusion_intensity
(bool): [Read-Write] Override LPVDirectional Occlusion Intensityoverride_lpv_directional_occlusion_radius
(bool): [Read-Write] Override LPVDirectional Occlusion Radiusoverride_lpv_emissive_injection_intensity
(bool): [Read-Write] Override LPVEmissive Injection Intensityoverride_lpv_geometry_volume_bias
(bool): [Read-Write] Override LPVGeometry Volume Biasoverride_lpv_intensity
(bool): [Read-Write] Override LPVIntensityoverride_lpv_secondary_bounce_intensity
(bool): [Read-Write] Override LPVSecondary Bounce Intensityoverride_lpv_secondary_occlusion_intensity
(bool): [Read-Write] Override LPVSecondary Occlusion Intensityoverride_lpv_size
(bool): [Read-Write] Override LPVSizeoverride_lpv_specular_occlusion_exponent
(bool): [Read-Write] Override LPVSpecular Occlusion Exponentoverride_lpv_specular_occlusion_intensity
(bool): [Read-Write] Override LPVSpecular Occlusion Intensityoverride_lpv_vpl_injection_bias
(bool): [Read-Write] Override LPVVpl Injection Bias
- property lpv_diffuse_occlusion_exponent¶
[Read-Write] Diffuse occlusion exponent - increase for more contrast. 1 to 2 is recommended
- Type
(float)
- property lpv_diffuse_occlusion_intensity¶
[Read-Write] Diffuse occlusion intensity - higher values provide increased diffuse occlusion.
- Type
(float)
- property lpv_directional_occlusion_fade_range¶
[Read-Write] LPV Directional Occlusion Fade range - increase to fade more gradually towards the LPV edges.
- Type
(float)
- property lpv_directional_occlusion_intensity¶
[Read-Write] Controls the amount of directional occlusion. Requires LPV. Values very close to 1.0 are recommended
- Type
(float)
- property lpv_directional_occlusion_radius¶
[Read-Write] Occlusion Radius - 16 is recommended for most scenes
- Type
(float)
- property lpv_emissive_injection_intensity¶
[Read-Write] LPVEmissive Injection Intensity
- Type
(float)
- property lpv_fade_range¶
[Read-Write] LPV Fade range - increase to fade more gradually towards the LPV edges.
- Type
(float)
- property lpv_geometry_volume_bias¶
[Read-Write] Bias applied to the geometry volume in cell units. Increase to reduce darkening due to secondary occlusion
- Type
(float)
- property lpv_intensity¶
[Read-Write] How strong the dynamic GI from the LPV should be. 0.0 is off, 1.0 is the “normal” value, but higher values can be used to boost the effect
- Type
(float)
- property lpv_secondary_bounce_intensity¶
[Read-Write] Secondary bounce light strength (bounce light shadows). Set to 0 to disable
- Type
(float)
- property lpv_secondary_occlusion_intensity¶
[Read-Write] Secondary occlusion strength (bounce light shadows). Set to 0 to disable
- Type
(float)
- property lpv_specular_occlusion_exponent¶
[Read-Write] Specular occlusion exponent - increase for more contrast. 6 to 9 is recommended
- Type
(float)
- property lpv_specular_occlusion_intensity¶
[Read-Write] Specular occlusion intensity - higher values provide increased specular occlusion.
- Type
(float)
- property lpv_vpl_injection_bias¶
[Read-Write] Bias applied to light injected into the LPV in cell units. Increase to reduce bleeding through thin walls
- Type
(float)
- property override_lpv_diffuse_occlusion_exponent¶
[Read-Write] Override LPVDiffuse Occlusion Exponent
- Type
(bool)
- property override_lpv_diffuse_occlusion_intensity¶
[Read-Write] Override LPVDiffuse Occlusion Intensity
- Type
(bool)
- property override_lpv_directional_occlusion_intensity¶
[Read-Write] Override LPVDirectional Occlusion Intensity
- Type
(bool)
- property override_lpv_directional_occlusion_radius¶
[Read-Write] Override LPVDirectional Occlusion Radius
- Type
(bool)
- property override_lpv_emissive_injection_intensity¶
[Read-Write] Override LPVEmissive Injection Intensity
- Type
(bool)
- property override_lpv_geometry_volume_bias¶
[Read-Write] Override LPVGeometry Volume Bias
- Type
(bool)
- property override_lpv_secondary_bounce_intensity¶
[Read-Write] Override LPVSecondary Bounce Intensity
- Type
(bool)
- property override_lpv_secondary_occlusion_intensity¶
[Read-Write] Override LPVSecondary Occlusion Intensity
- Type
(bool)
- property override_lpv_specular_occlusion_exponent¶
[Read-Write] Override LPVSpecular Occlusion Exponent
- Type
(bool)