unreal.MovieGraphCameraSettingNode¶
- class unreal.MovieGraphCameraSettingNode(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
MovieGraphSettingNodeA node which configures global camera settings that are shared among all renders.
C++ Source:
Plugin: MovieRenderPipeline
Module: MovieRenderPipelineCore
File: MovieGraphCameraNode.h
Editor Properties: (see get_editor_property/set_editor_property)
dynamic_properties(InstancedPropertyBag): [Read-Write] Properties which can be dynamically declared on the node (vs. native properties which are always present).override_b_render_all_cameras(bool): [Read-Write]override_overscan_percentage(bool): [Read-Write]override_shutter_timing(bool): [Read-Write]overscan_percentage(float): [Read-Write] Overscan percent enables rendering additional pixels beyond the current target resolution, and can be used in conjunction with the EXR output format to add post-processing effects such as lens distortion. Please note that using this feature may cause the render to appear different in some scenarios (for example, auto-exposure may be impacted due to the increased FoV picking up additional lighting).With EXR outputs, the non-overscanned pixel data is contained in the EXR “display window”, and the overscanned pixel data is contained in the “data window”. For example, a 1920x1080 render with 10% overscan will result in a 2112x1188 render; the display window will be 1920x1080, and the data window will be 2112x1188. For all other formats, the pixels are cropped to the original target resolution (ie, no extra pixel data is included).
Note: This uses values in the [0-100] range, and not [0-1] like the preset system, to bring it in-line with other usages of overscan in the engine (like nDisplay).
render_all_cameras(bool): [Read-Write] If enabled Movie Render Queue will examine your Level Sequence for additional cameras and create an additional render for each renderer for that camera. The Camera Cut Track/Section is still used to determine the range of time to render, and then all Camera Actors that are in the level sequence adjacent to the Camera Cut Track will be considered for rendering. They are expected to exist the entire time and do not support rendering sub-ranges.This increases render duration (100% per camera) and has increased VRAM/RAM requirements. However all cameras are rendered on the same engine tick so they should all see a consistent view of the world which can be useful for things like particle effects, etc.
script_tags(Array[str]): [Read-Write] Tags that can be used to identify this node within a pre/post render script. Tags can be unique in order to identify this specific node, or the same tag can be applied to multiple nodes in order to identify a grouping of nodes.shutter_timing(MoviePipelineShutterTiming): [Read-Write] Shutter Timing allows you to bias the timing of your shutter angle to either be before, during, or after a frame. When set to FrameClose, it means that the motion gathered up to produce frame N comes from before and right up to frame N. When set to FrameCenter, the motion represents half the time before the frame and half the time after the frame. When set to FrameOpen, the motion represents the time from Frame N onwards.As an example, here are 4 temporal subsamples with 180 degree shutter angle (50% motion blur) between frames A & B:
FrameClose F——-F——-F —-1234——— —-AAAA———
FrameCenter F——-F——-F ——1234——- ——AABB——-
FrameOpen F——-F——-F ——–1234—– ——–BBBB—–
- property overscan_percentage: float¶
[Read-Write] Overscan percent enables rendering additional pixels beyond the current target resolution, and can be used in conjunction with the EXR output format to add post-processing effects such as lens distortion. Please note that using this feature may cause the render to appear different in some scenarios (for example, auto-exposure may be impacted due to the increased FoV picking up additional lighting).
With EXR outputs, the non-overscanned pixel data is contained in the EXR “display window”, and the overscanned pixel data is contained in the “data window”. For example, a 1920x1080 render with 10% overscan will result in a 2112x1188 render; the display window will be 1920x1080, and the data window will be 2112x1188. For all other formats, the pixels are cropped to the original target resolution (ie, no extra pixel data is included).
Note: This uses values in the [0-100] range, and not [0-1] like the preset system, to bring it in-line with other usages of overscan in the engine (like nDisplay).
- Type:
(float)
- property render_all_cameras: bool¶
[Read-Write] If enabled Movie Render Queue will examine your Level Sequence for additional cameras and create an additional render for each renderer for that camera. The Camera Cut Track/Section is still used to determine the range of time to render, and then all Camera Actors that are in the level sequence adjacent to the Camera Cut Track will be considered for rendering. They are expected to exist the entire time and do not support rendering sub-ranges.
This increases render duration (100% per camera) and has increased VRAM/RAM requirements. However all cameras are rendered on the same engine tick so they should all see a consistent view of the world which can be useful for things like particle effects, etc.
- Type:
(bool)
- property shutter_timing: MoviePipelineShutterTiming¶
[Read-Write] Shutter Timing allows you to bias the timing of your shutter angle to either be before, during, or after a frame. When set to FrameClose, it means that the motion gathered up to produce frame N comes from before and right up to frame N. When set to FrameCenter, the motion represents half the time before the frame and half the time after the frame. When set to FrameOpen, the motion represents the time from Frame N onwards.
As an example, here are 4 temporal subsamples with 180 degree shutter angle (50% motion blur) between frames A & B:
FrameClose F——-F——-F —-1234——— —-AAAA———
FrameCenter F——-F——-F ——1234——- ——AABB——-
FrameOpen F——-F——-F ——–1234—– ——–BBBB—–
- Type: