unreal.MovieGraphImageSequenceOutputNode_EXR

class unreal.MovieGraphImageSequenceOutputNode_EXR(outer: Object | None = None, name: Name | str = 'None')

Bases: MovieGraphImageSequenceOutputNode

Image sequence output node that can write single-layer EXR files.

C++ Source:

  • Plugin: MovieRenderPipeline

  • Module: MovieRenderPipelineRenderPasses

  • File: MovieGraphImageSequenceOutputNode.h

Editor Properties: (see get_editor_property/set_editor_property)

  • burn_in_class (SoftClassPath): [Read-Write] The widget that the burn-in should use.

  • burn_in_file_name_format (str): [Read-Write] The file name format used for writing out the burn-in image (if not composited).

  • composite_onto_final_image (bool): [Read-Write] If true, the burn-in that’s generated will be composited onto this output. Otherwise, the burn-in will be written to a different file.

  • compression (EXRCompressionFormat): [Read-Write] The type of compression the EXR file should be compressed with. This compression method will be applied to all layers unless the data in a layer has been flagged as needing lossless compression. See “Lossless Compression” for more details.

  • dynamic_properties (InstancedPropertyBag): [Read-Write] Properties which can be dynamically declared on the node (vs. native properties which are always present).

  • enable_burn_in (bool): [Read-Write] If true, this output node will also generate a burn-in.

  • file_name_format (str): [Read-Write] What format string should the final files use? Can include folder prefixes, and format string ({shot_name}, etc.)

  • lossless_compression (EXRCompressionFormat): [Read-Write] The type of lossless compression that should be used when a render pass is either forced to use lossless (eg, Object ID), or when the pass has been flagged to need lossless (eg, Post Process Material passes can opt-in to lossless).

  • ocio_configuration (OpenColorIODisplayConfiguration): [Read-Write] OCIO configuration/transform settings.

    Note: There are differences from the previous implementation in MRQ given that we are now doing CPU-side processing. 1) This feature only works on desktop platforms when the OpenColorIO library is available. 2) Users are now responsible for setting the renderer output space to Final Color (HDR) in Linear Working Color Space (SCS_FinalColorHDR).

  • ocio_context (Map[str, str]): [Read-Write] OCIO context of key-value string pairs, typically used to apply shot-specific looks (such as a CDL color correction, or a 1D grade LUT).

    Notes: 1) If a configuration asset base context was set, it remains active but can be overridden here with new key-values. 2) Format tokens such as {shot_name} are supported and will get resolved before submission.

  • override_b_composite_onto_final_image (bool): [Read-Write]

  • override_b_enable_burn_in (bool): [Read-Write]

  • override_burn_in_class (bool): [Read-Write]

  • override_burn_in_file_name_format (bool): [Read-Write]

  • override_compression (bool): [Read-Write]

  • override_file_name_format (bool): [Read-Write]

  • override_lossless_compression (bool): [Read-Write]

  • override_ocio_configuration (bool): [Read-Write] ~UMovieGraphFileOutputNode Interface

  • override_ocio_context (bool): [Read-Write]

  • 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.

property burn_in_class: SoftClassPath

[Read-Write] The widget that the burn-in should use.

Type:

(SoftClassPath)

property burn_in_file_name_format: str

[Read-Write] The file name format used for writing out the burn-in image (if not composited).

Type:

(str)

property composite_onto_final_image: bool

[Read-Write] If true, the burn-in that’s generated will be composited onto this output. Otherwise, the burn-in will be written to a different file.

Type:

(bool)

property compression: EXRCompressionFormat

[Read-Write] The type of compression the EXR file should be compressed with. This compression method will be applied to all layers unless the data in a layer has been flagged as needing lossless compression. See “Lossless Compression” for more details.

Type:

(EXRCompressionFormat)

property enable_burn_in: bool

[Read-Write] If true, this output node will also generate a burn-in.

Type:

(bool)

inject_nodes_post_evaluation(branch_name, evaluated_config) Array[MovieGraphSettingNode]

Injects nodes into the EVALUATED graph. Called on the fully evaluated node. All new nodes should be outered to InEvaluatedConfig. Because these nodes are injected post-evaluation, the movie pipeline will be immediately shut down if any of the returned nodes already exist in the branch (having two nodes of the same type in the same branch post-evaluation is not allowed). Note that modifying the Globals branch is not typically advised because at this stage, it has already been merged into all other branches.

Parameters:
Returns:

out_injected_nodes (Array[MovieGraphSettingNode]):

Return type:

Array[MovieGraphSettingNode]

property lossless_compression: EXRCompressionFormat

[Read-Write] The type of lossless compression that should be used when a render pass is either forced to use lossless (eg, Object ID), or when the pass has been flagged to need lossless (eg, Post Process Material passes can opt-in to lossless).

Type:

(EXRCompressionFormat)

property override_b_composite_onto_final_image: bool

[Read-Write]

Type:

(bool)

property override_b_enable_burn_in: bool

[Read-Write]

Type:

(bool)

property override_burn_in_class: bool

[Read-Write]

Type:

(bool)

property override_burn_in_file_name_format: bool

[Read-Write]

Type:

(bool)

property override_compression: bool

[Read-Write]

Type:

(bool)

property override_lossless_compression: bool

[Read-Write]

Type:

(bool)