unreal.MoviePipelinePostProcessPass¶
- class unreal.MoviePipelinePostProcessPass(enabled: bool = False, name: str = '', material: MaterialInterface = Ellipsis, high_precision_output: bool = False, use_lossless_compression: bool = False)¶
Bases:
StructBaseMovie Pipeline Post Process Pass
C++ Source:
Plugin: MovieRenderPipeline
Module: MovieRenderPipelineRenderPasses
File: MoviePipelineDeferredPasses.h
Editor Properties: (see get_editor_property/set_editor_property)
enabled(bool): [Read-Write] Additional passes add a significant amount of render time. May produce multiple output files if using Screen Percentage.high_precision_output(bool): [Read-Write] Request output to be 32-bit, usually for data exports. Note that scene color precision is still defined by r.SceneColorFormat.material(MaterialInterface): [Read-Write] Material should be set to Post Process domain, and Blendable Location = After Tonemapping. This will need bDisableMultisampleEffects enabled for pixels to line up(ie : no DoF, MotionBlur, TAA)name(str): [Read-Write] An optional name which which will identify this material in the file name. For MRQ, the material name will be included in the {render_pass} token. For Movie Render Graph, the material name will be used in {renderer_sub_name}. If a name is not specified here, the full name of the material will be used in these tokens instead.use_lossless_compression(bool): [Read-Write] Whether this pass should use lossless compression in formats that support it. Should usually be turned on for passes that need a highly accurate representation of the data (eg, depth).
- property enabled: bool¶
[Read-Write] Additional passes add a significant amount of render time. May produce multiple output files if using Screen Percentage.
- Type:
(bool)
- property high_precision_output: bool¶
[Read-Write] Request output to be 32-bit, usually for data exports. Note that scene color precision is still defined by r.SceneColorFormat.
- Type:
(bool)
- property material: MaterialInterface¶
[Read-Write] Material should be set to Post Process domain, and Blendable Location = After Tonemapping. This will need bDisableMultisampleEffects enabled for pixels to line up(ie : no DoF, MotionBlur, TAA)
- Type:
- property name: str¶
[Read-Write] An optional name which which will identify this material in the file name. For MRQ, the material name will be included in the {render_pass} token. For Movie Render Graph, the material name will be used in {renderer_sub_name}. If a name is not specified here, the full name of the material will be used in these tokens instead.
- Type:
(str)