unreal.MovieGraphDeferredPanoramicNode¶
- class unreal.MovieGraphDeferredPanoramicNode(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
MovieGraphImagePassBaseNodeMovie Graph Deferred Panoramic Node
C++ Source:
Plugin: MovieRenderPipeline
Module: MovieRenderPipelineRenderPasses
File: MovieGraphDeferredPanoramicPassNode.h
Editor Properties: (see get_editor_property/set_editor_property)
allocate_history_per_pane(bool): [Read-Write] Should we store the render scene history per individual render? This can consume a great deal of memory with many renders, but enables TAA/TSR and other history-based effects (denoisers, auto-exposure, Lumen, etc.) to work.allow_ocio(bool): [Read-Write] Allow the output file OpenColorIO transform to be used on this render.anti_aliasing_method(AntiAliasingMethod): [Read-Write] Which anti-aliasing method should this render use. If this is set to None, then Movie Render Graph will handle anti-aliasing by doing a sub-pixel jitter (one for each temporal/spatial sample). Some rendering effects rely on TSR or TAA to reduce noise so we recommend leaving them enabled where possible. All options work with Spatial and Temporal samples, but TSR/TAA may introduce minor visual artifacts (such as ghosting). MSAA is not supported in the deferred renderer.disable_tone_curve(bool): [Read-Write] If true, the tone curve will be disabled for this render pass. This will result in values greater than 1.0 in final renders and can optionally be combined with OCIO profiles on the file output nodes to convert from Linear Values in Working Color Space (which is sRGB (Rec. 709) by default, unless changed in the project settings).dynamic_properties(InstancedPropertyBag): [Read-Write] Properties which can be dynamically declared on the node (vs. native properties which are always present).filter(MoviePipelinePanoramicFilterType): [Read-Write] Filter used when blending panoramic. Bilinear is fastest (Samples a 2x2 pixel grid) and produces nearly as good results as the others which require sampling 4x4 pixels.follow_camera_orientation(bool): [Read-Write] Should the Pitch, Yaw and Roll of the camera be respected? If false, only the location will be taken from the camera.num_horizontal_steps(int32): [Read-Write]num_vertical_steps(int32): [Read-Write]override_anti_aliasing_method(bool): [Read-Write]override_b_allocate_history_per_pane(bool): [Read-Write]override_b_allow_ocio(bool): [Read-Write]override_b_disable_tone_curve(bool): [Read-Write]override_b_follow_camera_orientation(bool): [Read-Write]override_b_page_to_system_memory(bool): [Read-Write]override_b_write_all_samples(bool): [Read-Write]override_filter(bool): [Read-Write]override_num_horizontal_steps(bool): [Read-Write]override_num_vertical_steps(bool): [Read-Write]override_renderer_name(bool): [Read-Write]override_renderer_sub_name(bool): [Read-Write]override_show_flags(bool): [Read-Write] Note: Since individual show flags are overridden instead of the entire ShowFlags property, manually set to overridden so the traversal picks the changes up (otherwise they will be ignored).override_spatial_sample_count(bool): [Read-Write]override_view_mode_index(bool): [Read-Write]page_to_system_memory(bool): [Read-Write] * If true, persistented GPU data per panoramic pane is paged to system memory, allowing higher resolutions, but significantly * increasing render times. The GPU data is downloaded after each tile is rendered, and then re-uploaded for the next tile.renderer_name(str): [Read-Write] The value that will be used in the {renderer_name} token.renderer_sub_name(str): [Read-Write] The value that will be used in the {renderer_sub_name} token.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.show_flags(MovieGraphShowFlags): [Read-Only] The show flags that should be active during a render for this node.spatial_sample_count(int32): [Read-Write] How many sub-pixel jitter renders should we do per temporal sample? This can be used to achieve high sample counts without Temporal Sub-Sampling (allowing high sample counts without motion blur being enabled), but we generally recommend using Temporal Sub-Samples when possible. It can also be combined with temporal samples and you will get SpatialSampleCount many renders per temporal sample.view_mode_index(ViewModeIndex): [Read-Write] The view mode index that will be applied to renders. These mirror the View Modes you find in the Viewport, but most view modes other than Lit are used for debugging so they may not do what you expect, or may have to be used in combination with certain Show Flags to produce a result similar to what you see in the viewport.write_all_samples(bool): [Read-Write] Debug Feature. Can use this to write out each individual Temporal and Spatial sample rendered by this render pass, which allows you to see which images are being accumulated together. Can be useful for debugging incorrect looking frames to see which sub-frame evaluations were incorrect.
- property allocate_history_per_pane: bool¶
[Read-Write] Should we store the render scene history per individual render? This can consume a great deal of memory with many renders, but enables TAA/TSR and other history-based effects (denoisers, auto-exposure, Lumen, etc.) to work.
- Type:
(bool)
- property allow_ocio: bool¶
[Read-Write] Allow the output file OpenColorIO transform to be used on this render.
- Type:
(bool)
- property anti_aliasing_method: AntiAliasingMethod¶
[Read-Write] Which anti-aliasing method should this render use. If this is set to None, then Movie Render Graph will handle anti-aliasing by doing a sub-pixel jitter (one for each temporal/spatial sample). Some rendering effects rely on TSR or TAA to reduce noise so we recommend leaving them enabled where possible. All options work with Spatial and Temporal samples, but TSR/TAA may introduce minor visual artifacts (such as ghosting). MSAA is not supported in the deferred renderer.
- Type:
- property disable_tone_curve: bool¶
[Read-Write] If true, the tone curve will be disabled for this render pass. This will result in values greater than 1.0 in final renders and can optionally be combined with OCIO profiles on the file output nodes to convert from Linear Values in Working Color Space (which is sRGB (Rec. 709) by default, unless changed in the project settings).
- Type:
(bool)
- property filter: MoviePipelinePanoramicFilterType¶
[Read-Write] Filter used when blending panoramic. Bilinear is fastest (Samples a 2x2 pixel grid) and produces nearly as good results as the others which require sampling 4x4 pixels.
- Type:
- property follow_camera_orientation: bool¶
[Read-Write] Should the Pitch, Yaw and Roll of the camera be respected? If false, only the location will be taken from the camera.
- Type:
(bool)
- property page_to_system_memory: bool¶
[Read-Write] * If true, persistented GPU data per panoramic pane is paged to system memory, allowing higher resolutions, but significantly * increasing render times. The GPU data is downloaded after each tile is rendered, and then re-uploaded for the next tile.
- Type:
(bool)
- property spatial_sample_count: int¶
[Read-Write] How many sub-pixel jitter renders should we do per temporal sample? This can be used to achieve high sample counts without Temporal Sub-Sampling (allowing high sample counts without motion blur being enabled), but we generally recommend using Temporal Sub-Samples when possible. It can also be combined with temporal samples and you will get SpatialSampleCount many renders per temporal sample.
- Type:
(int32)
- property view_mode_index: ViewModeIndex¶
[Read-Write] The view mode index that will be applied to renders. These mirror the View Modes you find in the Viewport, but most view modes other than Lit are used for debugging so they may not do what you expect, or may have to be used in combination with certain Show Flags to produce a result similar to what you see in the viewport.
- Type:
- property write_all_samples: bool¶
[Read-Write] Debug Feature. Can use this to write out each individual Temporal and Spatial sample rendered by this render pass, which allows you to see which images are being accumulated together. Can be useful for debugging incorrect looking frames to see which sub-frame evaluations were incorrect.
- Type:
(bool)