unreal.MovieGraphObjectIdNode¶
- class unreal.MovieGraphObjectIdNode(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
MovieGraphImagePassBaseNodeA 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_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).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.
- property id_type: MoviePipelineObjectIdPassIdType¶
[Read-Write] How objects are grouped together within the Cryptomatte.
- Type: