unreal.MovieGraphPathTracerRenderPassNode

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

Bases: MovieGraphImagePassBaseNode

A render node which uses the path tracer.

C++ Source:

  • Plugin: MovieRenderPipeline

  • Module: MovieRenderPipelineRenderPasses

  • File: MovieGraphPathTracerPassNode.h

Editor Properties: (see get_editor_property/set_editor_property)

  • additional_post_process_materials (Array[MoviePipelinePostProcessPass]): [Read-Write] An array of additional post-processing materials to run after the frame is rendered. Using this feature may add a notable amount of render time.

  • allow_ocio (bool): [Read-Write] Allow the output file OpenColorIO transform to be used on this render.

  • denoiser_type (MovieGraphPathTracerDenoiserType): [Read-Write] Select which type of denoiser to use when the denoiser is enabled. Temporal denoisers will provide better results when denoising animated sequences (the denoising results will look more stable), especially when combined with an appropriate Frame Count (non-zero). Denoisers are implemented as plugins so you may need to enable a plugin as well for this to work.

  • 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).

  • enable_denoiser (bool): [Read-Write] If true the resulting image will be denoised at the end of each set of Spatial Samples.

  • enable_reference_motion_blur (bool): [Read-Write] When enabled, the path tracer will blend all spatial and temporal samples prior to the denoising and will disable post-processed motion blur. In this mode it is possible to use higher temporal sample counts to improve the motion blur quality. This mode also automatically enabled reference DOF. When this option is disabled, the path tracer will accumulate spatial samples, but denoise them prior to accumulation of temporal samples.

  • frame_count (int32): [Read-Write] The number of frames to consider when using temporal-based denoisers. Generally higher numbers will result in longer denoising times and higher memory requirements. For NFOR this number refers to how many frames to consider on both sides of the current frame (ie: 2 means consider 2 before, and 2 after the currently denoised frame), but other denoiser implementations may interpret this value differently.

  • lighting_components_include_diffuse (bool): [Read-Write] Whether the render should include diffuse lighting contributions.

  • lighting_components_include_emissive (bool): [Read-Write] Whether the render should include directly visible emissive components.

  • lighting_components_include_indirect_diffuse (bool): [Read-Write] Whether the render should include indirect diffuse lighting contributions.

  • lighting_components_include_indirect_specular (bool): [Read-Write] Whether the render should include indirect specular lighting contributions.

  • lighting_components_include_indirect_volume (bool): [Read-Write] Whether the render should include indirect volume lighting contributions.

  • lighting_components_include_specular (bool): [Read-Write] Whether the render should include specular lighting contributions.

  • lighting_components_include_volume (bool): [Read-Write] Whether the render should include volume lighting contributions.

  • override_additional_post_process_materials (bool): [Read-Write]

  • override_b_allow_ocio (bool): [Read-Write]

  • override_b_disable_tone_curve (bool): [Read-Write]

  • override_b_enable_denoiser (bool): [Read-Write]

  • override_b_enable_reference_motion_blur (bool): [Read-Write]

  • override_b_lighting_components_include_diffuse (bool): [Read-Write]

  • override_b_lighting_components_include_emissive (bool): [Read-Write]

  • override_b_lighting_components_include_indirect_diffuse (bool): [Read-Write]

  • override_b_lighting_components_include_indirect_specular (bool): [Read-Write]

  • override_b_lighting_components_include_indirect_volume (bool): [Read-Write]

  • override_b_lighting_components_include_specular (bool): [Read-Write]

  • override_b_lighting_components_include_volume (bool): [Read-Write]

  • override_b_write_all_samples (bool): [Read-Write]

  • override_denoiser_type (bool): [Read-Write]

  • override_frame_count (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]

  • 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.

  • write_all_samples (bool): [Read-Write] Debug Feature. This can be used to write out each individual 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 additional_post_process_materials: None

[Read-Write] An array of additional post-processing materials to run after the frame is rendered. Using this feature may add a notable amount of render time.

Type:

(Array[MoviePipelinePostProcessPass])

property allow_ocio: bool

[Read-Write] Allow the output file OpenColorIO transform to be used on this render.

Type:

(bool)

property denoiser_type: MovieGraphPathTracerDenoiserType

[Read-Write] Select which type of denoiser to use when the denoiser is enabled. Temporal denoisers will provide better results when denoising animated sequences (the denoising results will look more stable), especially when combined with an appropriate Frame Count (non-zero). Denoisers are implemented as plugins so you may need to enable a plugin as well for this to work.

Type:

(MovieGraphPathTracerDenoiserType)

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 enable_denoiser: bool

[Read-Write] If true the resulting image will be denoised at the end of each set of Spatial Samples.

Type:

(bool)

property enable_reference_motion_blur: bool

[Read-Write] When enabled, the path tracer will blend all spatial and temporal samples prior to the denoising and will disable post-processed motion blur. In this mode it is possible to use higher temporal sample counts to improve the motion blur quality. This mode also automatically enabled reference DOF. When this option is disabled, the path tracer will accumulate spatial samples, but denoise them prior to accumulation of temporal samples.

Type:

(bool)

property frame_count: int

[Read-Write] The number of frames to consider when using temporal-based denoisers. Generally higher numbers will result in longer denoising times and higher memory requirements. For NFOR this number refers to how many frames to consider on both sides of the current frame (ie: 2 means consider 2 before, and 2 after the currently denoised frame), but other denoiser implementations may interpret this value differently.

Type:

(int32)

property lighting_components_include_diffuse: bool

[Read-Write] Whether the render should include diffuse lighting contributions.

Type:

(bool)

property lighting_components_include_emissive: bool

[Read-Write] Whether the render should include directly visible emissive components.

Type:

(bool)

property lighting_components_include_indirect_diffuse: bool

[Read-Write] Whether the render should include indirect diffuse lighting contributions.

Type:

(bool)

property lighting_components_include_indirect_specular: bool

[Read-Write] Whether the render should include indirect specular lighting contributions.

Type:

(bool)

property lighting_components_include_indirect_volume: bool

[Read-Write] Whether the render should include indirect volume lighting contributions.

Type:

(bool)

property lighting_components_include_specular: bool

[Read-Write] Whether the render should include specular lighting contributions.

Type:

(bool)

property lighting_components_include_volume: bool

[Read-Write] Whether the render should include volume lighting contributions.

Type:

(bool)

property override_additional_post_process_materials: bool

[Read-Write]

Type:

(bool)

property override_b_allow_ocio: bool

[Read-Write]

Type:

(bool)

property override_b_disable_tone_curve: bool

[Read-Write]

Type:

(bool)

property override_b_enable_denoiser: bool

[Read-Write]

Type:

(bool)

property override_b_enable_reference_motion_blur: bool

[Read-Write]

Type:

(bool)

property override_b_lighting_components_include_diffuse: bool

[Read-Write]

Type:

(bool)

property override_b_lighting_components_include_emissive: bool

[Read-Write]

Type:

(bool)

property override_b_lighting_components_include_indirect_diffuse: bool

[Read-Write]

Type:

(bool)

property override_b_lighting_components_include_indirect_specular: bool

[Read-Write]

Type:

(bool)

property override_b_lighting_components_include_indirect_volume: bool

[Read-Write]

Type:

(bool)

property override_b_lighting_components_include_specular: bool

[Read-Write]

Type:

(bool)

property override_b_lighting_components_include_volume: bool

[Read-Write]

Type:

(bool)

property override_b_write_all_samples: bool

[Read-Write]

Type:

(bool)

property override_denoiser_type: bool

[Read-Write]

Type:

(bool)

property override_frame_count: 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), 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 write_all_samples: bool

[Read-Write] Debug Feature. This can be used to write out each individual 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)