unreal.MovieRenderShotState¶
- class unreal.MovieRenderShotState¶
Bases:
EnumBaseWhat is the current state of a shot? States are processed in order from first to last but not all states are required, ie: WarmUp and MotionBlur can be disabled and the shot will never pass through this state.
C++ Source:
Plugin: MovieRenderPipeline
Module: MovieRenderPipelineCore
File: MovieRenderPipelineDataTypes.h
- COOLING_DOWN: MovieRenderShotState = Ellipsis¶
The shot is cooling down. Engine ticks are passing and frames are being rendered, but not saved to disk. This is needed because temporal-based denoisers need to look at the future (which would be after a shot) to finish the current frames of the shot.
- Type:
4
- FINISHED: MovieRenderShotState = Ellipsis¶
The shot has produced all frames it will produce. No more evaluation should be
done for this shot once it reaches this state.
- Type:
5
- MOTION_BLUR: MovieRenderShotState = Ellipsis¶
The shot is doing additional pre-roll for motion blur. No frames are being produced,
but the rendering pipeline is being run to seed histories.
- Type:
2
- RENDERING: MovieRenderShotState = Ellipsis¶
The shot is working on producing frames and may be currently doing a sub-frame or
a whole frame.
- Type:
3
- UNINITIALIZED: MovieRenderShotState = Ellipsis¶
The shot has not been initialized yet.
- Type:
0
- WARMING_UP: MovieRenderShotState = Ellipsis¶
The shot is warming up. Engine ticks are passing but no frames are being produced.
- Type:
1