unreal.MovieGraphObjectIdNode

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

Bases: MovieGraphImagePassBaseNode

A node which outputs layers compatible with the Cryptomatte standard.

C++ Source:

  • Plugin: MoviePipelineMaskRenderPass

  • Module: MoviePipelineMaskRenderPass

  • File: MovieGraphObjectIdNode.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).

  • id_type (MoviePipelineObjectIdPassIdType): [Read-Write] How objects are grouped together within the Cryptomatte.

  • include_translucent_objects (bool): [Read-Write] If true, translucent objects will be included in the ObjectId pass (but as an opaque layer due to limitations). False will omit translucent objects.

  • override_b_include_translucent_objects (bool): [Read-Write]

  • override_id_type (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]

  • 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).

property id_type: MoviePipelineObjectIdPassIdType

[Read-Write] How objects are grouped together within the Cryptomatte.

Type:

(MoviePipelineObjectIdPassIdType)

property include_translucent_objects: bool

[Read-Write] If true, translucent objects will be included in the ObjectId pass (but as an opaque layer due to limitations). False will omit translucent objects.

Type:

(bool)

property override_b_include_translucent_objects: bool

[Read-Write]

Type:

(bool)

property override_id_type: bool

[Read-Write]

Type:

(bool)

property override_spatial_sample_count: bool

[Read-Write]

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).

Type:

(int32)