unreal.MoviePipelinePanoramicPass

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

Bases: MoviePipelineImagePassBase

Generates a panoramic image (potentially in stereo, stored top/bottom in the final sheet) in equirectangular projection space. Each render is a traditional 2D render and then they are blended together afterwards. For each horizontal step we render n many vertical steps. Each of these renders is called a ‘Pane’ to avoid confusion with the High Resolution ‘Tiles’ which only apply to 2D.

C++ Source:

  • Plugin: MoviePipelineMaskRenderPass

  • Module: MoviePipelineMaskRenderPass

  • File: MoviePipelinePanoramicPass.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 and other history-based effects (denoisers, auto-exposure, Lumen, etc.) to work.

  • 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.

  • horz_field_of_view (float): [Read-Write] Advance used only. Allows you to override the Horizontal Field of View (if not zero). Can cause crashes or incomplete panoramas.

  • num_horizontal_steps (int32): [Read-Write] How many different renders should the 360* horizontal view be broken into? Higher numbers are less distorted but longer to render.

  • num_vertical_steps (int32): [Read-Write] How many different renders should the 360* vertical view be broken into? Higher numbers are less distorted but longer to render. This is typically less than horizontal as the vertical poles of an image will always have distortion in equirectangular projections.

  • page_to_system_memory (bool): [Read-Write] * If true, persistent GPU data per panoramic pane is mirrored to system memory, allowing higher resolutions, but increasing render time.

  • vert_field_of_view (float): [Read-Write] Advance used only. Allows you to override the Vertical Field of View (if not zero). Can cause crashes or incomplete panoramas.

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 and other history-based effects (denoisers, auto-exposure, Lumen, etc.) to work.

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:

(MoviePipelinePanoramicFilterType)

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 horz_field_of_view: float

[Read-Write] Advance used only. Allows you to override the Horizontal Field of View (if not zero). Can cause crashes or incomplete panoramas.

Type:

(float)

property num_horizontal_steps: int

[Read-Write] How many different renders should the 360* horizontal view be broken into? Higher numbers are less distorted but longer to render.

Type:

(int32)

property num_vertical_steps: int

[Read-Write] How many different renders should the 360* vertical view be broken into? Higher numbers are less distorted but longer to render. This is typically less than horizontal as the vertical poles of an image will always have distortion in equirectangular projections.

Type:

(int32)

property page_to_system_memory: bool

[Read-Write] * If true, persistent GPU data per panoramic pane is mirrored to system memory, allowing higher resolutions, but increasing render time.

Type:

(bool)

property vert_field_of_view: float

[Read-Write] Advance used only. Allows you to override the Vertical Field of View (if not zero). Can cause crashes or incomplete panoramas.

Type:

(float)