unreal.MoviePipelinePostProcessPass

class unreal.MoviePipelinePostProcessPass(enabled: bool = False, name: str = '', material: MaterialInterface = Ellipsis, high_precision_output: bool = False, use_lossless_compression: bool = False)

Bases: StructBase

Movie 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:

(MaterialInterface)

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)

property 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).

Type:

(bool)