unreal.PostProcessSettings
¶
- class unreal.PostProcessSettings(*args, **kwargs)¶
Bases:
unreal.StructBase
Post Process Settings
C++ Source:
Module: Engine
File: Scene.h
Editor Properties: (see get_editor_property/set_editor_property)
ambient_cubemap
(TextureCube): [Read-Write] The Ambient cubemap (Affects diffuse and specular shading), blends additively which if different from all other settings hereambient_cubemap_intensity
(float): [Read-Write] To scale the Ambient cubemap brightness >=0: off, 1(default), >1 brighterambient_cubemap_tint
(LinearColor): [Read-Write] AmbientCubemap tint colorambient_occlusion_bias
(float): [Read-Write] >0, in unreal units, default (3.0) works well for flat surfaces but can reduce detailsambient_occlusion_fade_distance
(float): [Read-Write] >0, in unreal units, at what distance the AO effect disppears in the distance (avoding artifacts and AO effects on huge object)ambient_occlusion_fade_radius
(float): [Read-Write] >0, in unreal units, how many units before AmbientOcclusionFadeOutDistance it starts fading outambient_occlusion_intensity
(float): [Read-Write] 0..1 0=off/no ambient occlusion .. 1=strong ambient occlusion, defines how much it affects the non direct lighting after base passambient_occlusion_mip_blend
(float): [Read-Write] Affects the blend over the multiple mips (lower resolution versions) , 0:fully use full resolution, 1::fully use low resolution, around 0.6 seems to be a good valueambient_occlusion_mip_scale
(float): [Read-Write] Affects the radius AO radius scale over the multiple mips (lower resolution versions)ambient_occlusion_mip_threshold
(float): [Read-Write] to tweak the bilateral upsampling when using multiple mips (lower resolution versions)ambient_occlusion_power
(float): [Read-Write] >0, in unreal units, bigger values means even distant surfaces affect the ambient occlusionambient_occlusion_quality
(float): [Read-Write] 0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transitionambient_occlusion_radius
(float): [Read-Write] >0, in unreal units, bigger values means even distant surfaces affect the ambient occlusionambient_occlusion_radius_in_ws
(bool): [Read-Write] true: AO radius is in world space units, false: AO radius is locked the view space in 400 unitsambient_occlusion_static_fraction
(float): [Read-Write] 0..1 0=no effect on static lighting .. 1=AO affects the stat lighting, 0 is free meaning no extra rendering passambient_occlusion_temporal_blend_weight
(float): [Read-Write] How much to blend the current frame with previous frames when using GTAO with temporal accumulationauto_exposure_apply_physical_camera_exposure
(bool): [Read-Write] Only affects Manual exposure mode.auto_exposure_bias
(float): [Read-Write] Logarithmic adjustment for the exposure. Only used if a tonemapper is specified. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, …auto_exposure_bias_curve
(CurveFloat): [Read-Write] Exposure compensation based on the scene EV100. Used to calibrate the final exposure differently depending on the average scene luminance. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, …auto_exposure_high_percent
(float): [Read-Write] The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 80 .. 95auto_exposure_low_percent
(float): [Read-Write] The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 70 .. 80auto_exposure_max_brightness
(float): [Read-Write] Auto-Exposure maximum adaptation. Eye Adaptation is disabled if Min = Max. Auto-exposure is implemented by choosing an exposure value for which the average luminance generates a pixel brightness equal to the Constant Calibration value. The Min/Max are expressed in pixel luminance (cd/m2) or in EV100 when using ExtendDefaultLuminanceRange (see project settings).auto_exposure_meter_mask
(Texture): [Read-Write] Exposure metering mask. Bright spots on the mask will have high influence on auto-exposure metering and dark spots will have low influence.auto_exposure_method
(AutoExposureMethod): [Read-Write] Luminance computation methodauto_exposure_min_brightness
(float): [Read-Write] Auto-Exposure minimum adaptation. Eye Adaptation is disabled if Min = Max. Auto-exposure is implemented by choosing an exposure value for which the average luminance generates a pixel brightness equal to the Constant Calibration value. The Min/Max are expressed in pixel luminance (cd/m2) or in EV100 when using ExtendDefaultLuminanceRange (see project settings).auto_exposure_speed_down
(float): [Read-Write] In F-stops per second, should be >0auto_exposure_speed_up
(float): [Read-Write] In F-stops per second, should be >0bloom1_size
(float): [Read-Write] Diameter size for the Bloom1 in percent of the screen width (is done in 1/2 resolution, larger values cost more performance, good for high frequency details) >=0: can be clamped because of shader limitationsbloom1_tint
(LinearColor): [Read-Write] Bloom1 tint colorbloom2_size
(float): [Read-Write] Diameter size for Bloom2 in percent of the screen width (is done in 1/4 resolution, larger values cost more performance) >=0: can be clamped because of shader limitationsbloom2_tint
(LinearColor): [Read-Write] Bloom2 tint colorbloom3_size
(float): [Read-Write] Diameter size for Bloom3 in percent of the screen width (is done in 1/8 resolution, larger values cost more performance) >=0: can be clamped because of shader limitationsbloom3_tint
(LinearColor): [Read-Write] Bloom3 tint colorbloom4_size
(float): [Read-Write] Diameter size for Bloom4 in percent of the screen width (is done in 1/16 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitationsbloom4_tint
(LinearColor): [Read-Write] Bloom4 tint colorbloom5_size
(float): [Read-Write] Diameter size for Bloom5 in percent of the screen width (is done in 1/32 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitationsbloom5_tint
(LinearColor): [Read-Write] Bloom5 tint colorbloom6_size
(float): [Read-Write] Diameter size for Bloom6 in percent of the screen width (is done in 1/64 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitationsbloom6_tint
(LinearColor): [Read-Write] Bloom6 tint colorbloom_convolution_buffer_scale
(float): [Read-Write] Implicit buffer region as a fraction of the screen size to insure the bloom does not wrap across the screen. Larger sizes have perf impact.bloom_convolution_center_uv
(Vector2D): [Read-Write] The UV location of the center of the kernel. Should be very close to (.5,.5)bloom_convolution_pre_filter_max
(float): [Read-Write] Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). Max < Min disablesbloom_convolution_pre_filter_min
(float): [Read-Write] Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). Max < Min disablesbloom_convolution_pre_filter_mult
(float): [Read-Write] Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). Max < Min disablesbloom_convolution_size
(float): [Read-Write] Relative size of the convolution kernel image compared to the minor axis of the viewportbloom_convolution_texture
(Texture2D): [Read-Write] Texture to replace default convolution bloom kernelbloom_dirt_mask
(Texture): [Read-Write] Texture that defines the dirt on the camera lens where the light of very bright objects is scattered.bloom_dirt_mask_intensity
(float): [Read-Write] BloomDirtMask intensitybloom_dirt_mask_tint
(LinearColor): [Read-Write] BloomDirtMask tint colorbloom_intensity
(float): [Read-Write] Multiplier for all bloom contributions >=0: off, 1(default), >1 brighterbloom_method
(BloomMethod): [Read-Write] Bloom algorithmbloom_size_scale
(float): [Read-Write] Scale for all bloom sizesbloom_threshold
(float): [Read-Write] minimum brightness the bloom starts having effect -1:all pixels affect bloom equally (physically correct, faster as a threshold pass is omitted), 0:all pixels affect bloom brights more, 1(default), >1 brighterblue_correction
(float): [Read-Write] Correct for artifacts with “electric” blues due to the ACEScg color space. Bright blue desaturates instead of going to violet.camera_iso
(float): [Read-Write] The camera sensor sensitivitycamera_shutter_speed
(float): [Read-Write] The camera shutter in seconds.chromatic_aberration_start_offset
(float): [Read-Write] A normalized distance to the center of the framebuffer where the effect takes place.color_contrast
(Vector4): [Read-Write] Color Contrastcolor_contrast_highlights
(Vector4): [Read-Write] Color Contrast Highlightscolor_contrast_midtones
(Vector4): [Read-Write] Color Contrast Midtonescolor_contrast_shadows
(Vector4): [Read-Write] Color Contrast Shadowscolor_correction_highlights_min
(float): [Read-Write] Color Correction Highlights Mincolor_correction_shadows_max
(float): [Read-Write] Color Correction Shadows Maxcolor_gain
(Vector4): [Read-Write] Color Gaincolor_gain_highlights
(Vector4): [Read-Write] Color Gain Highlightscolor_gain_midtones
(Vector4): [Read-Write] Color Gain Midtonescolor_gain_shadows
(Vector4): [Read-Write] Color Gain Shadowscolor_gamma
(Vector4): [Read-Write] Color Gammacolor_gamma_highlights
(Vector4): [Read-Write] Color Gamma Highlightscolor_gamma_midtones
(Vector4): [Read-Write] Color Gamma Midtonescolor_gamma_shadows
(Vector4): [Read-Write] Color Gamma Shadowscolor_grading_intensity
(float): [Read-Write] Color grading lookup table intensity. 0 = no intensity, 1=full intensitycolor_grading_lut
(Texture): [Read-Write] Look up table texture to use or none of not usedcolor_offset
(Vector4): [Read-Write] Color Offsetcolor_offset_highlights
(Vector4): [Read-Write] Color Offset Highlightscolor_offset_midtones
(Vector4): [Read-Write] Color Offset Midtonescolor_offset_shadows
(Vector4): [Read-Write] Color Offset Shadowscolor_saturation
(Vector4): [Read-Write] Color Correction controlscolor_saturation_highlights
(Vector4): [Read-Write] Color Saturation Highlightscolor_saturation_midtones
(Vector4): [Read-Write] Color Saturation Midtonescolor_saturation_shadows
(Vector4): [Read-Write] Color Saturation Shadowsdepth_of_field_blade_count
(int32): [Read-Write] Defines the number of blades of the diaphragm within the lens (between 4 and 16).depth_of_field_depth_blur_amount
(float): [Read-Write] CircleDOF only: Depth blur km for 50%depth_of_field_depth_blur_radius
(float): [Read-Write] CircleDOF only: Depth blur radius in pixels at 1920xdepth_of_field_far_blur_size
(float): [Read-Write] Gaussian only: Maximum size of the Depth of Field blur (in percent of the view width) (note: performance cost scales with size)depth_of_field_far_transition_region
(float): [Read-Write] To define the width of the transition region next to the focal region on the near side (cm)depth_of_field_focal_distance
(float): [Read-Write] Distance in which the Depth of Field effect should be sharp, in unreal units (cm)depth_of_field_focal_region
(float): [Read-Write] Artificial region where all content is in focus, starting after DepthOfFieldFocalDistance, in unreal units (cm)depth_of_field_fstop
(float): [Read-Write] Defines the opening of the camera lens, Aperture is 1/fstop, typical lens go down to f/1.2 (large opening), larger numbers reduce the DOF effectdepth_of_field_min_fstop
(float): [Read-Write] Defines the maximum opening of the camera lens to control the curvature of blades of the diaphragm. Set it to 0 to get straight blades.depth_of_field_near_blur_size
(float): [Read-Write] Gaussian only: Maximum size of the Depth of Field blur (in percent of the view width) (note: performance cost scales with size)depth_of_field_near_transition_region
(float): [Read-Write] To define the width of the transition region next to the focal region on the near side (cm)depth_of_field_occlusion
(float): [Read-Write] Occlusion tweak factor 1 (0.18 to get natural occlusion, 0.4 to solve layer color leaking issues)depth_of_field_scale
(float): [Read-Write] SM5: BokehDOF only: To amplify the depth of field effect (like aperture) 0=offES3_1: Used to blend DoF. 0=off
depth_of_field_sensor_width
(float): [Read-Write] Width of the camera sensor to assume, in mm.depth_of_field_sky_focus_distance
(float): [Read-Write] Artificial distance to allow the skybox to be in focus (e.g. 200000), <=0 to switch the feature off, only for GaussianDOF, can cost performancedepth_of_field_vignette_size
(float): [Read-Write] Artificial circular mask to (near) blur content outside the radius, only for GaussianDOF, diameter in percent of screen width, costs performance if the mask is used, keep Feather can Radius on default to keep it offexpand_gamut
(float): [Read-Write] Expand bright saturated colors outside the sRGB gamut to fake wide gamut rendering.film_black_clip
(float): [Read-Write] Film Black Clipfilm_channel_mixer_blue
(LinearColor): [Read-Write] Film Channel Mixer Bluefilm_channel_mixer_green
(LinearColor): [Read-Write] Film Channel Mixer Greenfilm_channel_mixer_red
(LinearColor): [Read-Write] Film Channel Mixer Redfilm_contrast
(float): [Read-Write] Film Contrastfilm_dynamic_range
(float): [Read-Write] Film Dynamic Rangefilm_heal_amount
(float): [Read-Write] Film Heal Amountfilm_saturation
(float): [Read-Write] Film Saturationfilm_shadow_tint
(LinearColor): [Read-Write] Film Shadow Tintfilm_shadow_tint_amount
(float): [Read-Write] Film Shadow Tint Amountfilm_shadow_tint_blend
(float): [Read-Write] Film Shadow Tint Blendfilm_shoulder
(float): [Read-Write] Film Shoulderfilm_slope
(float): [Read-Write] Film Slopefilm_toe
(float): [Read-Write] Film Toefilm_toe_amount
(float): [Read-Write] Film Toe Amountfilm_white_clip
(float): [Read-Write] Film White Clipfilm_white_point
(LinearColor): [Read-Write] Film White Pointgrain_intensity
(float): [Read-Write] 0..1 grain intensitygrain_jitter
(float): [Read-Write] 0..1 grain jitterhistogram_log_max
(float): [Read-Write] Histogram Max value. Expressed in Log2(Luminance) or in EV100 when using ExtendDefaultLuminanceRange (see project settings)histogram_log_min
(float): [Read-Write] Histogram Min value. Expressed in Log2(Luminance) or in EV100 when using ExtendDefaultLuminanceRange (see project settings)indirect_lighting_color
(LinearColor): [Read-Write] Adjusts indirect lighting color. (1,1,1) is default. (0,0,0) to disable GI. The show flag ‘Global Illumination’ must be enabled to use this property.indirect_lighting_intensity
(float): [Read-Write] Scales the indirect lighting contribution. A value of 0 disables GI. Default is 1. The show flag ‘Global Illumination’ must be enabled to use this property.lens_flare_bokeh_shape
(Texture): [Read-Write] Defines the shape of the Bokeh when the image base lens flares are blurred, cannot be blendedlens_flare_bokeh_size
(float): [Read-Write] Size of the Lens Blur (in percent of the view width) that is done with the Bokeh texture (note: performance cost is radius*radius)lens_flare_intensity
(float): [Read-Write] Brightness scale of the image cased lens flares (linear)lens_flare_threshold
(float): [Read-Write] Minimum brightness the lens flare starts having effect (this should be as high as possible to avoid the performance cost of blurring content that is too dark too see)lens_flare_tint
(LinearColor): [Read-Write] Tint color for the image based lens flares.lens_flare_tints
(LinearColor): [Read-Write] RGB defines the lens flare color, A it’s position. This is a temporary solution.lpv_diffuse_occlusion_exponent
(float): [Read-Write] Diffuse occlusion exponent - increase for more contrast. 1 to 2 is recommendedlpv_diffuse_occlusion_intensity
(float): [Read-Write] Diffuse occlusion intensity - higher values provide increased diffuse occlusion.lpv_directional_occlusion_fade_range
(float): [Read-Write] LPV Directional Occlusion Fade range - increase to fade more gradually towards the LPV edges.lpv_directional_occlusion_intensity
(float): [Read-Write] Controls the amount of directional occlusion. Requires LPV. Values very close to 1.0 are recommendedlpv_directional_occlusion_radius
(float): [Read-Write] Occlusion Radius - 16 is recommended for most sceneslpv_emissive_injection_intensity
(float): [Read-Write] LPVEmissive Injection Intensitylpv_fade_range
(float): [Read-Write] LPV Fade range - increase to fade more gradually towards the LPV edges.lpv_geometry_volume_bias
(float): [Read-Write] Bias applied to the geometry volume in cell units. Increase to reduce darkening due to secondary occlusionlpv_intensity
(float): [Read-Write] How strong the dynamic GI from the LPV should be. 0.0 is off, 1.0 is the “normal” value, but higher values can be used to boost the effectlpv_secondary_bounce_intensity
(float): [Read-Write] Secondary bounce light strength (bounce light shadows). Set to 0 to disablelpv_secondary_occlusion_intensity
(float): [Read-Write] Secondary occlusion strength (bounce light shadows). Set to 0 to disablelpv_size
(float): [Read-Write] The size of the LPV volume, in Unreal unitslpv_specular_occlusion_exponent
(float): [Read-Write] Specular occlusion exponent - increase for more contrast. 6 to 9 is recommendedlpv_specular_occlusion_intensity
(float): [Read-Write] Specular occlusion intensity - higher values provide increased specular occlusion.lpv_vpl_injection_bias
(float): [Read-Write] Bias applied to light injected into the LPV in cell units. Increase to reduce bleeding through thin wallsmobile_hq_gaussian
(bool): [Read-Write] Enable HQ Gaussian on high end mobile platforms. (ES3_1)motion_blur_amount
(float): [Read-Write] Strength of motion blur, 0:off, should be renamed to intensitymotion_blur_max
(float): [Read-Write] max distortion caused by motion blur, in percent of the screen width, 0:offmotion_blur_per_object_size
(float): [Read-Write] The minimum projected screen radius for a primitive to be drawn in the velocity pass, percentage of screen width. smaller numbers cause more draw calls, default: 4%motion_blur_target_fps
(int32): [Read-Write] Defines the target FPS for motion blur. Makes motion blur independent of actual frame rate and relative to the specified target FPS instead. Higher target FPS results in shorter frames, which means shorter shutter times and less motion blur. Lower FPS means more motion blur. A value of zero makes the motion blur dependent on the actual frame rate.override_ambient_cubemap_intensity
(bool): [Read-Write] Override Ambient Cubemap Intensityoverride_ambient_cubemap_tint
(bool): [Read-Write] Override Ambient Cubemap Tintoverride_ambient_occlusion_bias
(bool): [Read-Write] Override Ambient Occlusion Biasoverride_ambient_occlusion_fade_distance
(bool): [Read-Write] Override Ambient Occlusion Fade Distanceoverride_ambient_occlusion_fade_radius
(bool): [Read-Write] Override Ambient Occlusion Fade Radiusoverride_ambient_occlusion_intensity
(bool): [Read-Write] Override Ambient Occlusion Intensityoverride_ambient_occlusion_mip_blend
(bool): [Read-Write] Override Ambient Occlusion Mip Blendoverride_ambient_occlusion_mip_scale
(bool): [Read-Write] Override Ambient Occlusion Mip Scaleoverride_ambient_occlusion_mip_threshold
(bool): [Read-Write] Override Ambient Occlusion Mip Thresholdoverride_ambient_occlusion_power
(bool): [Read-Write] Override Ambient Occlusion Poweroverride_ambient_occlusion_quality
(bool): [Read-Write] Override Ambient Occlusion Qualityoverride_ambient_occlusion_radius
(bool): [Read-Write] Override Ambient Occlusion Radiusoverride_ambient_occlusion_radius_in_ws
(bool): [Read-Write] Override Ambient Occlusion Radius in WSoverride_ambient_occlusion_static_fraction
(bool): [Read-Write] Override Ambient Occlusion Static Fractionoverride_ambient_occlusion_temporal_blend_weight
(bool): [Read-Write] Override Ambient Occlusion Temporal Blend Weightoverride_auto_exposure_apply_physical_camera_exposure
(bool): [Read-Write] Override Auto Exposure Apply Physical Camera Exposureoverride_auto_exposure_bias
(bool): [Read-Write] Override Auto Exposure Biasoverride_auto_exposure_bias_curve
(bool): [Read-Write] Override Auto Exposure Bias Curveoverride_auto_exposure_high_percent
(bool): [Read-Write] Override Auto Exposure High Percentoverride_auto_exposure_low_percent
(bool): [Read-Write] Override Auto Exposure Low Percentoverride_auto_exposure_max_brightness
(bool): [Read-Write] Override Auto Exposure Max Brightnessoverride_auto_exposure_meter_mask
(bool): [Read-Write] Override Auto Exposure Meter Maskoverride_auto_exposure_method
(bool): [Read-Write] Override Auto Exposure Methodoverride_auto_exposure_min_brightness
(bool): [Read-Write] Override Auto Exposure Min Brightnessoverride_auto_exposure_speed_down
(bool): [Read-Write] Override Auto Exposure Speed Downoverride_auto_exposure_speed_up
(bool): [Read-Write] Override Auto Exposure Speed Upoverride_bloom1_size
(bool): [Read-Write] Override Bloom 1Sizeoverride_bloom1_tint
(bool): [Read-Write] Override Bloom 1Tintoverride_bloom2_size
(bool): [Read-Write] Override Bloom 2Sizeoverride_bloom2_tint
(bool): [Read-Write] Override Bloom 2Tintoverride_bloom3_size
(bool): [Read-Write] Override Bloom 3Sizeoverride_bloom3_tint
(bool): [Read-Write] Override Bloom 3Tintoverride_bloom4_size
(bool): [Read-Write] Override Bloom 4Sizeoverride_bloom4_tint
(bool): [Read-Write] Override Bloom 4Tintoverride_bloom5_size
(bool): [Read-Write] Override Bloom 5Sizeoverride_bloom5_tint
(bool): [Read-Write] Override Bloom 5Tintoverride_bloom6_size
(bool): [Read-Write] Override Bloom 6Sizeoverride_bloom6_tint
(bool): [Read-Write] Override Bloom 6Tintoverride_bloom_convolution_buffer_scale
(bool): [Read-Write] Override Bloom Convolution Buffer Scaleoverride_bloom_convolution_center_uv
(bool): [Read-Write] Override Bloom Convolution Center UVoverride_bloom_convolution_pre_filter_max
(bool): [Read-Write] Override Bloom Convolution Pre Filter Maxoverride_bloom_convolution_pre_filter_min
(bool): [Read-Write] Override Bloom Convolution Pre Filter Minoverride_bloom_convolution_pre_filter_mult
(bool): [Read-Write] Override Bloom Convolution Pre Filter Multoverride_bloom_convolution_size
(bool): [Read-Write] Override Bloom Convolution Sizeoverride_bloom_convolution_texture
(bool): [Read-Write] Override Bloom Convolution Textureoverride_bloom_dirt_mask
(bool): [Read-Write] Override Bloom Dirt Maskoverride_bloom_dirt_mask_intensity
(bool): [Read-Write] Override Bloom Dirt Mask Intensityoverride_bloom_dirt_mask_tint
(bool): [Read-Write] Override Bloom Dirt Mask Tintoverride_bloom_intensity
(bool): [Read-Write] Override Bloom Intensityoverride_bloom_method
(bool): [Read-Write] Override Bloom Methodoverride_bloom_size_scale
(bool): [Read-Write] Override Bloom Size Scaleoverride_bloom_threshold
(bool): [Read-Write] Override Bloom Thresholdoverride_blue_correction
(bool): [Read-Write] Override Blue Correctionoverride_camera_iso
(bool): [Read-Write] Override Camera ISOoverride_camera_shutter_speed
(bool): [Read-Write] Override Camera Shutter Speedoverride_chromatic_aberration_start_offset
(bool): [Read-Write] Override Chromatic Aberration Start Offsetoverride_color_contrast
(bool): [Read-Write] Override Color Contrastoverride_color_contrast_highlights
(bool): [Read-Write] Override Color Contrast Highlightsoverride_color_contrast_midtones
(bool): [Read-Write] Override Color Contrast Midtonesoverride_color_contrast_shadows
(bool): [Read-Write] Override Color Contrast Shadowsoverride_color_correction_highlights_min
(bool): [Read-Write] Override Color Correction Highlights Minoverride_color_correction_shadows_max
(bool): [Read-Write] Override Color Correction Shadows Maxoverride_color_gain
(bool): [Read-Write] Override Color Gainoverride_color_gain_highlights
(bool): [Read-Write] Override Color Gain Highlightsoverride_color_gain_midtones
(bool): [Read-Write] Override Color Gain Midtonesoverride_color_gain_shadows
(bool): [Read-Write] Override Color Gain Shadowsoverride_color_gamma
(bool): [Read-Write] Override Color Gammaoverride_color_gamma_highlights
(bool): [Read-Write] Override Color Gamma Highlightsoverride_color_gamma_midtones
(bool): [Read-Write] Override Color Gamma Midtonesoverride_color_gamma_shadows
(bool): [Read-Write] Override Color Gamma Shadowsoverride_color_grading_intensity
(bool): [Read-Write] Override Color Grading Intensityoverride_color_grading_lut
(bool): [Read-Write] Override Color Grading LUToverride_color_offset
(bool): [Read-Write] Override Color Offsetoverride_color_offset_highlights
(bool): [Read-Write] Override Color Offset Highlightsoverride_color_offset_midtones
(bool): [Read-Write] Override Color Offset Midtonesoverride_color_offset_shadows
(bool): [Read-Write] Override Color Offset Shadowsoverride_color_saturation
(bool): [Read-Write] Color Correction controlsoverride_color_saturation_highlights
(bool): [Read-Write] Override Color Saturation Highlightsoverride_color_saturation_midtones
(bool): [Read-Write] Override Color Saturation Midtonesoverride_color_saturation_shadows
(bool): [Read-Write] Override Color Saturation Shadowsoverride_depth_of_field_blade_count
(bool): [Read-Write] Override Depth Of Field Blade Countoverride_depth_of_field_depth_blur_amount
(bool): [Read-Write] Override Depth Of Field Depth Blur Amountoverride_depth_of_field_depth_blur_radius
(bool): [Read-Write] Override Depth Of Field Depth Blur Radiusoverride_depth_of_field_far_blur_size
(bool): [Read-Write] Override Depth Of Field Far Blur Sizeoverride_depth_of_field_far_transition_region
(bool): [Read-Write] Override Depth Of Field Far Transition Regionoverride_depth_of_field_focal_distance
(bool): [Read-Write] Override Depth Of Field Focal Distanceoverride_depth_of_field_focal_region
(bool): [Read-Write] Override Depth Of Field Focal Regionoverride_depth_of_field_fstop
(bool): [Read-Write] Override Depth Of Field Fstopoverride_depth_of_field_min_fstop
(bool): [Read-Write] Override Depth Of Field Min Fstopoverride_depth_of_field_near_blur_size
(bool): [Read-Write] Override Depth Of Field Near Blur Sizeoverride_depth_of_field_near_transition_region
(bool): [Read-Write] Override Depth Of Field Near Transition Regionoverride_depth_of_field_occlusion
(bool): [Read-Write] Override Depth Of Field Occlusionoverride_depth_of_field_scale
(bool): [Read-Write] Override Depth Of Field Scaleoverride_depth_of_field_sensor_width
(bool): [Read-Write] Override Depth Of Field Sensor Widthoverride_depth_of_field_sky_focus_distance
(bool): [Read-Write] Override Depth Of Field Sky Focus Distanceoverride_depth_of_field_vignette_size
(bool): [Read-Write] Override Depth Of Field Vignette Sizeoverride_expand_gamut
(bool): [Read-Write] Override Expand Gamutoverride_film_black_clip
(bool): [Read-Write] Override Film Black Clipoverride_film_channel_mixer_blue
(bool): [Read-Write] Override Film Channel Mixer Blueoverride_film_channel_mixer_green
(bool): [Read-Write] Override Film Channel Mixer Greenoverride_film_channel_mixer_red
(bool): [Read-Write] Override Film Channel Mixer Redoverride_film_contrast
(bool): [Read-Write] Override Film Contrastoverride_film_dynamic_range
(bool): [Read-Write] Override Film Dynamic Rangeoverride_film_heal_amount
(bool): [Read-Write] Override Film Heal Amountoverride_film_saturation
(bool): [Read-Write] Override Film Saturationoverride_film_shadow_tint
(bool): [Read-Write] Override Film Shadow Tintoverride_film_shadow_tint_amount
(bool): [Read-Write] Override Film Shadow Tint Amountoverride_film_shadow_tint_blend
(bool): [Read-Write] Override Film Shadow Tint Blendoverride_film_shoulder
(bool): [Read-Write] Override Film Shoulderoverride_film_slope
(bool): [Read-Write] Override Film Slopeoverride_film_toe
(bool): [Read-Write] Override Film Toeoverride_film_toe_amount
(bool): [Read-Write] Override Film Toe Amountoverride_film_white_clip
(bool): [Read-Write] Override Film White Clipoverride_film_white_point
(bool): [Read-Write] Override Film White Pointoverride_grain_intensity
(bool): [Read-Write] Override Grain Intensityoverride_grain_jitter
(bool): [Read-Write] Override Grain Jitteroverride_histogram_log_max
(bool): [Read-Write] Override Histogram Log Maxoverride_histogram_log_min
(bool): [Read-Write] Override Histogram Log Minoverride_indirect_lighting_color
(bool): [Read-Write] Override Indirect Lighting Coloroverride_indirect_lighting_intensity
(bool): [Read-Write] Override Indirect Lighting Intensityoverride_lens_flare_bokeh_shape
(bool): [Read-Write] Override Lens Flare Bokeh Shapeoverride_lens_flare_bokeh_size
(bool): [Read-Write] Override Lens Flare Bokeh Sizeoverride_lens_flare_intensity
(bool): [Read-Write] Override Lens Flare Intensityoverride_lens_flare_threshold
(bool): [Read-Write] Override Lens Flare Thresholdoverride_lens_flare_tint
(bool): [Read-Write] Override Lens Flare Tintoverride_lens_flare_tints
(bool): [Read-Write] Override Lens Flare Tintsoverride_lpv_diffuse_occlusion_exponent
(bool): [Read-Write] Override LPVDiffuse Occlusion Exponentoverride_lpv_diffuse_occlusion_intensity
(bool): [Read-Write] Override LPVDiffuse Occlusion Intensityoverride_lpv_directional_occlusion_fade_range
(bool): [Read-Write] Override LPVDirectional Occlusion Fade Rangeoverride_lpv_directional_occlusion_intensity
(bool): [Read-Write] Override LPVDirectional Occlusion Intensityoverride_lpv_directional_occlusion_radius
(bool): [Read-Write] Override LPVDirectional Occlusion Radiusoverride_lpv_emissive_injection_intensity
(bool): [Read-Write] Override LPVEmissive Injection Intensityoverride_lpv_fade_range
(bool): [Read-Write] Override LPVFade Rangeoverride_lpv_geometry_volume_bias
(bool): [Read-Write] Override LPVGeometry Volume Biasoverride_lpv_intensity
(bool): [Read-Write] Override LPVIntensityoverride_lpv_secondary_bounce_intensity
(bool): [Read-Write] Override LPVSecondary Bounce Intensityoverride_lpv_secondary_occlusion_intensity
(bool): [Read-Write] Override LPVSecondary Occlusion Intensityoverride_lpv_size
(bool): [Read-Write] Override LPVSizeoverride_lpv_specular_occlusion_exponent
(bool): [Read-Write] Override LPVSpecular Occlusion Exponentoverride_lpv_specular_occlusion_intensity
(bool): [Read-Write] Override LPVSpecular Occlusion Intensityoverride_lpv_vpl_injection_bias
(bool): [Read-Write] Override LPVVpl Injection Biasoverride_mobile_hq_gaussian
(bool): [Read-Write] Override Mobile HQGaussianoverride_motion_blur_amount
(bool): [Read-Write] Override Motion Blur Amountoverride_motion_blur_max
(bool): [Read-Write] Override Motion Blur Maxoverride_motion_blur_per_object_size
(bool): [Read-Write] Override Motion Blur Per Object Sizeoverride_motion_blur_target_fps
(bool): [Read-Write] Override Motion Blur Target FPSoverride_path_tracing_enable_denoiser
(bool): [Read-Write] Override Path Tracing Enable Denoiseroverride_path_tracing_enable_emissive
(bool): [Read-Write] Override Path Tracing Enable Emissiveoverride_path_tracing_filter_width
(bool): [Read-Write] Override Path Tracing Filter Widthoverride_path_tracing_max_bounces
(bool): [Read-Write] Override Path Tracing Max Bouncesoverride_path_tracing_max_path_exposure
(bool): [Read-Write] Override Path Tracing Max Path Exposureoverride_path_tracing_samples_per_pixel
(bool): [Read-Write] Override Path Tracing Samples Per Pixeloverride_ray_tracing_ao
(bool): [Read-Write] Override Ray Tracing AOoverride_ray_tracing_ao_intensity
(bool): [Read-Write] Override Ray Tracing AOIntensityoverride_ray_tracing_ao_radius
(bool): [Read-Write] Override Ray Tracing AORadiusoverride_ray_tracing_ao_samples_per_pixel
(bool): [Read-Write] Override Ray Tracing AOSamples Per Pixeloverride_ray_tracing_gi
(bool): [Read-Write] Override Ray Tracing GIoverride_ray_tracing_gi_max_bounces
(bool): [Read-Write] Override Ray Tracing GIMax Bouncesoverride_ray_tracing_gi_samples_per_pixel
(bool): [Read-Write] Override Ray Tracing GISamples Per Pixeloverride_ray_tracing_reflections_max_bounces
(bool): [Read-Write] Override Ray Tracing Reflections Max Bouncesoverride_ray_tracing_reflections_max_roughness
(bool): [Read-Write] Override Ray Tracing Reflections Max Roughnessoverride_ray_tracing_reflections_samples_per_pixel
(bool): [Read-Write] Override Ray Tracing Reflections Samples Per Pixeloverride_ray_tracing_reflections_shadows
(bool): [Read-Write] Override Ray Tracing Reflections Shadowsoverride_ray_tracing_reflections_translucency
(bool): [Read-Write] Override Ray Tracing Reflections Translucencyoverride_ray_tracing_translucency_max_roughness
(bool): [Read-Write] Override Ray Tracing Translucency Max Roughnessoverride_ray_tracing_translucency_refraction
(bool): [Read-Write] Override Ray Tracing Translucency Refractionoverride_ray_tracing_translucency_refraction_rays
(bool): [Read-Write] Override Ray Tracing Translucency Refraction Raysoverride_ray_tracing_translucency_samples_per_pixel
(bool): [Read-Write] Override Ray Tracing Translucency Samples Per Pixeloverride_ray_tracing_translucency_shadows
(bool): [Read-Write] Override Ray Tracing Translucency Shadowsoverride_reflections_type
(bool): [Read-Write] Ray Tracingoverride_scene_color_tint
(bool): [Read-Write] Override Scene Color Tintoverride_scene_fringe_intensity
(bool): [Read-Write] Override Scene Fringe Intensityoverride_screen_percentage
(bool): [Read-Write] Override Screen Percentageoverride_screen_space_reflection_intensity
(bool): [Read-Write] Override Screen Space Reflection Intensityoverride_screen_space_reflection_max_roughness
(bool): [Read-Write] Override Screen Space Reflection Max Roughnessoverride_screen_space_reflection_quality
(bool): [Read-Write] Override Screen Space Reflection Qualityoverride_screen_space_reflection_roughness_scale
(bool): [Read-Write] Override Screen Space Reflection Roughness Scaleoverride_tone_curve_amount
(bool): [Read-Write] Override Tone Curve Amountoverride_translucency_type
(bool): [Read-Write] Override Translucency Typeoverride_vignette_intensity
(bool): [Read-Write] Override Vignette Intensityoverride_white_temp
(bool): [Read-Write] first all bOverride_… as they get grouped together into bitfieldsoverride_white_tint
(bool): [Read-Write] Override White Tintpath_tracing_enable_denoiser
(bool): [Read-Write] Run the currently loaded denoiser plugin on the last sample to remove noise from the output. Has no effect if a plug-in is not loaded.path_tracing_enable_emissive
(bool): [Read-Write] Enables emissive materials for the path tracer. This can prevent double-counting of illumination from surfaces that are also represented by light sources, and noise from small emitters.path_tracing_filter_width
(float): [Read-Write] Sets anti-aliasing filter width for the path tracer. Lower values are sharper (and more aliased), larger values are softer (and blurrier).path_tracing_max_bounces
(int32): [Read-Write] Sets the path tracing maximum bouncespath_tracing_max_path_exposure
(float): [Read-Write] Sets the maximum exposure allowed in the path tracer to reduce fireflies. This should be set a few steps higher than the scene exposure.path_tracing_samples_per_pixel
(int32): [Read-Write] Sets the samples per pixel for the path tracer.ray_tracing_ao
(bool): [Read-Write] Enables ray tracing ambient occlusion.ray_tracing_ao_intensity
(float): [Read-Write] Scalar factor on the ray-tracing ambient occlusion score.ray_tracing_ao_radius
(float): [Read-Write] Defines the world-space search radius for occlusion rays.ray_tracing_ao_samples_per_pixel
(int32): [Read-Write] Sets the samples per pixel for ray tracing ambient occlusion.ray_tracing_gi_max_bounces
(int32): [Read-Write] Sets the ray tracing global illumination maximum bounces.ray_tracing_gi_samples_per_pixel
(int32): [Read-Write] Sets the samples per pixel for ray tracing global illumination.ray_tracing_gi_type
(RayTracingGlobalIlluminationType): [Read-Write] Sets the ray tracing global illumination type.ray_tracing_reflections_max_bounces
(int32): [Read-Write] Sets the maximum number of ray tracing reflection bounces.ray_tracing_reflections_max_roughness
(float): [Read-Write] Sets the maximum roughness until which ray tracing reflections will be visible (lower value is faster). Reflection contribution is smoothly faded when close to roughness threshold. This parameter behaves similarly to ScreenSpaceReflectionMaxRoughness.ray_tracing_reflections_samples_per_pixel
(int32): [Read-Write] Sets the samples per pixel for ray traced reflections.ray_tracing_reflections_shadows
(ReflectedAndRefractedRayTracedShadows): [Read-Write] Sets the reflected shadows type.ray_tracing_reflections_translucency
(bool): [Read-Write] Enables ray tracing translucency in reflections.ray_tracing_translucency_max_roughness
(float): [Read-Write] Sets the maximum roughness until which ray tracing translucency will be visible (lower value is faster). Translucency contribution is smoothly faded when close to roughness threshold. This parameter behaves similarly to ScreenSpaceReflectionMaxRoughness.ray_tracing_translucency_refraction
(bool): [Read-Write] Sets whether refraction should be enabled or not (if not rays will not scatter and only travel in the same direction as before the intersection event).ray_tracing_translucency_refraction_rays
(int32): [Read-Write] Sets the maximum number of ray tracing refraction rays.ray_tracing_translucency_samples_per_pixel
(int32): [Read-Write] Sets the samples per pixel for ray traced translucency.ray_tracing_translucency_shadows
(ReflectedAndRefractedRayTracedShadows): [Read-Write] Sets the translucency shadows type.reflections_type
(ReflectionsType): [Read-Write] Sets the reflections typescene_color_tint
(LinearColor): [Read-Write] Scene tint colorscene_fringe_intensity
(float): [Read-Write] in percent, Scene chromatic aberration / color fringe (camera imperfection) to simulate an artifact that happens in real-world lens, mostly visible in the image corners.screen_percentage
(float): [Read-Write] To render with lower or high resolution than it is presented, controlled by console variable, 100:off, needs to be <99 to get upsampling and lower to get performance, >100 for super sampling (slower but higher quality), only applied in gamescreen_space_reflection_intensity
(float): [Read-Write] Enable/Fade/disable the Screen Space Reflection feature, in percent, avoid numbers between 0 and 1 fo consistencyscreen_space_reflection_max_roughness
(float): [Read-Write] Until what roughness we fade the screen space reflections, 0.8 works well, smaller can run fasterscreen_space_reflection_quality
(float): [Read-Write] 0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transition, 50 is the default for better performance.tone_curve_amount
(float): [Read-Write] Allow effect of Tone Curve to be reduced (Set ToneCurveAmount and ExpandGamut to 0.0 to fully disable tone curve)translucency_type
(TranslucencyType): [Read-Write] Sets the translucency typevignette_intensity
(float): [Read-Write] 0..1 0=off/no vignette .. 1=strong vignetteweighted_blendables
(WeightedBlendables): [Read-Write] Allows custom post process materials to be defined, using a MaterialInstance with the same Material as its parent to allow blending. For materials this needs to be the “PostProcess” domain type. This can be used for any UObject object implementing the IBlendableInterface (e.g. could be used to fade weather settings).white_temp
(float): [Read-Write] White Tempwhite_tint
(float): [Read-Write] White Tint
- property ambient_cubemap¶
[Read-Write] The Ambient cubemap (Affects diffuse and specular shading), blends additively which if different from all other settings here
- Type
- property ambient_cubemap_intensity¶
[Read-Write] To scale the Ambient cubemap brightness >=0: off, 1(default), >1 brighter
- Type
(float)
- property ambient_cubemap_tint¶
[Read-Write] AmbientCubemap tint color
- Type
- property ambient_occlusion_bias¶
[Read-Write] >0, in unreal units, default (3.0) works well for flat surfaces but can reduce details
- Type
(float)
- property ambient_occlusion_fade_distance¶
[Read-Write] >0, in unreal units, at what distance the AO effect disppears in the distance (avoding artifacts and AO effects on huge object)
- Type
(float)
- property ambient_occlusion_fade_radius¶
[Read-Write] >0, in unreal units, how many units before AmbientOcclusionFadeOutDistance it starts fading out
- Type
(float)
- property ambient_occlusion_intensity¶
[Read-Write] 0..1 0=off/no ambient occlusion .. 1=strong ambient occlusion, defines how much it affects the non direct lighting after base pass
- Type
(float)
- property ambient_occlusion_mip_blend¶
fully use full resolution, 1::fully use low resolution, around 0.6 seems to be a good value
- Type
(float)
- Type
[Read-Write] Affects the blend over the multiple mips (lower resolution versions) , 0
- property ambient_occlusion_mip_scale¶
[Read-Write] Affects the radius AO radius scale over the multiple mips (lower resolution versions)
- Type
(float)
- property ambient_occlusion_mip_threshold¶
[Read-Write] to tweak the bilateral upsampling when using multiple mips (lower resolution versions)
- Type
(float)
- property ambient_occlusion_power¶
[Read-Write] >0, in unreal units, bigger values means even distant surfaces affect the ambient occlusion
- Type
(float)
- property ambient_occlusion_quality¶
[Read-Write] 0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transition
- Type
(float)
- property ambient_occlusion_radius¶
[Read-Write] >0, in unreal units, bigger values means even distant surfaces affect the ambient occlusion
- Type
(float)
- property ambient_occlusion_radius_in_ws¶
AO radius is in world space units, false: AO radius is locked the view space in 400 units
- Type
(bool)
- Type
[Read-Write] true
- property ambient_occlusion_static_fraction¶
[Read-Write] 0..1 0=no effect on static lighting .. 1=AO affects the stat lighting, 0 is free meaning no extra rendering pass
- Type
(float)
- property ambient_occlusion_temporal_blend_weight¶
[Read-Write] How much to blend the current frame with previous frames when using GTAO with temporal accumulation
- Type
(float)
- property auto_exposure_apply_physical_camera_exposure¶
[Read-Write] Only affects Manual exposure mode.
- Type
(bool)
- property auto_exposure_bias¶
[Read-Write] Logarithmic adjustment for the exposure. Only used if a tonemapper is specified. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, …
- Type
(float)
- property auto_exposure_bias_curve¶
[Read-Write] Exposure compensation based on the scene EV100. Used to calibrate the final exposure differently depending on the average scene luminance. 0: no adjustment, -1:2x darker, -2:4x darker, 1:2x brighter, 2:4x brighter, …
- Type
- property auto_exposure_high_percent¶
[Read-Write] The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 80 .. 95
- Type
(float)
- property auto_exposure_low_percent¶
[Read-Write] The eye adaptation will adapt to a value extracted from the luminance histogram of the scene color. The value is defined as having x percent below this brightness. Higher values give bright spots on the screen more priority but can lead to less stable results. Lower values give the medium and darker values more priority but might cause burn out of bright spots. >0, <100, good values are in the range 70 .. 80
- Type
(float)
- property auto_exposure_max_brightness¶
[Read-Write] Auto-Exposure maximum adaptation. Eye Adaptation is disabled if Min = Max. Auto-exposure is implemented by choosing an exposure value for which the average luminance generates a pixel brightness equal to the Constant Calibration value. The Min/Max are expressed in pixel luminance (cd/m2) or in EV100 when using ExtendDefaultLuminanceRange (see project settings).
- Type
(float)
- property auto_exposure_meter_mask¶
[Read-Write] Exposure metering mask. Bright spots on the mask will have high influence on auto-exposure metering and dark spots will have low influence.
- Type
(Texture)
- property auto_exposure_method¶
[Read-Write] Luminance computation method
- Type
- property auto_exposure_min_brightness¶
[Read-Write] Auto-Exposure minimum adaptation. Eye Adaptation is disabled if Min = Max. Auto-exposure is implemented by choosing an exposure value for which the average luminance generates a pixel brightness equal to the Constant Calibration value. The Min/Max are expressed in pixel luminance (cd/m2) or in EV100 when using ExtendDefaultLuminanceRange (see project settings).
- Type
(float)
- property b_override_exposure_offset¶
‘b_override_exposure_offset’ was renamed to ‘override_auto_exposure_bias’.
- Type
deprecated
- property b_override_eye_adaptation_high_percent¶
‘b_override_eye_adaptation_high_percent’ was renamed to ‘override_auto_exposure_high_percent’.
- Type
deprecated
- property b_override_eye_adaptation_low_percent¶
‘b_override_eye_adaptation_low_percent’ was renamed to ‘override_auto_exposure_low_percent’.
- Type
deprecated
- property b_override_eye_adaptation_max_brightness¶
‘b_override_eye_adaptation_max_brightness’ was renamed to ‘override_auto_exposure_max_brightness’.
- Type
deprecated
- property b_override_eye_adaptation_min_brightness¶
‘b_override_eye_adaptation_min_brightness’ was renamed to ‘override_auto_exposure_min_brightness’.
- Type
deprecated
- property b_override_eye_adaption_speed_down¶
‘b_override_eye_adaption_speed_down’ was renamed to ‘override_auto_exposure_speed_down’.
- Type
deprecated
- property b_override_eye_adaption_speed_up¶
‘b_override_eye_adaption_speed_up’ was renamed to ‘override_auto_exposure_speed_up’.
- Type
deprecated
- property bloom1_size¶
[Read-Write] Diameter size for the Bloom1 in percent of the screen width (is done in 1/2 resolution, larger values cost more performance, good for high frequency details) >=0: can be clamped because of shader limitations
- Type
(float)
- property bloom1_tint¶
[Read-Write] Bloom1 tint color
- Type
- property bloom2_size¶
[Read-Write] Diameter size for Bloom2 in percent of the screen width (is done in 1/4 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations
- Type
(float)
- property bloom2_tint¶
[Read-Write] Bloom2 tint color
- Type
- property bloom3_size¶
[Read-Write] Diameter size for Bloom3 in percent of the screen width (is done in 1/8 resolution, larger values cost more performance) >=0: can be clamped because of shader limitations
- Type
(float)
- property bloom3_tint¶
[Read-Write] Bloom3 tint color
- Type
- property bloom4_size¶
[Read-Write] Diameter size for Bloom4 in percent of the screen width (is done in 1/16 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations
- Type
(float)
- property bloom4_tint¶
[Read-Write] Bloom4 tint color
- Type
- property bloom5_size¶
[Read-Write] Diameter size for Bloom5 in percent of the screen width (is done in 1/32 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations
- Type
(float)
- property bloom5_tint¶
[Read-Write] Bloom5 tint color
- Type
- property bloom6_size¶
[Read-Write] Diameter size for Bloom6 in percent of the screen width (is done in 1/64 resolution, larger values cost more performance, best for wide contributions) >=0: can be clamped because of shader limitations
- Type
(float)
- property bloom6_tint¶
[Read-Write] Bloom6 tint color
- Type
- property bloom_convolution_buffer_scale¶
[Read-Write] Implicit buffer region as a fraction of the screen size to insure the bloom does not wrap across the screen. Larger sizes have perf impact.
- Type
(float)
- property bloom_convolution_center_uv¶
[Read-Write] The UV location of the center of the kernel. Should be very close to (.5,.5)
- Type
(Vector2D)
- property bloom_convolution_pre_filter_max¶
[Read-Write] Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). Max < Min disables
- Type
(float)
- property bloom_convolution_pre_filter_min¶
[Read-Write] Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). Max < Min disables
- Type
(float)
- property bloom_convolution_pre_filter_mult¶
[Read-Write] Boost intensity of select pixels prior to computing bloom convolution (Min, Max, Multiplier). Max < Min disables
- Type
(float)
- property bloom_convolution_size¶
[Read-Write] Relative size of the convolution kernel image compared to the minor axis of the viewport
- Type
(float)
- property bloom_convolution_texture¶
[Read-Write] Texture to replace default convolution bloom kernel
- Type
- property bloom_dirt_mask¶
[Read-Write] Texture that defines the dirt on the camera lens where the light of very bright objects is scattered.
- Type
(Texture)
- property bloom_dirt_mask_tint¶
[Read-Write] BloomDirtMask tint color
- Type
- property bloom_intensity¶
off, 1(default), >1 brighter
- Type
(float)
- Type
[Read-Write] Multiplier for all bloom contributions >=0
- property bloom_method¶
[Read-Write] Bloom algorithm
- Type
- property bloom_threshold¶
[Read-Write] minimum brightness the bloom starts having effect -1:all pixels affect bloom equally (physically correct, faster as a threshold pass is omitted), 0:all pixels affect bloom brights more, 1(default), >1 brighter
- Type
(float)
- property blue_correction¶
[Read-Write] Correct for artifacts with “electric” blues due to the ACEScg color space. Bright blue desaturates instead of going to violet.
- Type
(float)
- property chromatic_aberration_start_offset¶
[Read-Write] A normalized distance to the center of the framebuffer where the effect takes place.
- Type
(float)
- property color_grading_intensity¶
[Read-Write] Color grading lookup table intensity. 0 = no intensity, 1=full intensity
- Type
(float)
- property color_grading_lut¶
[Read-Write] Look up table texture to use or none of not used
- Type
(Texture)
- property depth_of_field_blade_count¶
[Read-Write] Defines the number of blades of the diaphragm within the lens (between 4 and 16).
- Type
(int32)
- property depth_of_field_depth_blur_amount¶
Depth blur km for 50%
- Type
(float)
- Type
[Read-Write] CircleDOF only
- property depth_of_field_depth_blur_radius¶
Depth blur radius in pixels at 1920x
- Type
(float)
- Type
[Read-Write] CircleDOF only
- property depth_of_field_far_blur_size¶
Maximum size of the Depth of Field blur (in percent of the view width) (note: performance cost scales with size)
- Type
(float)
- Type
[Read-Write] Gaussian only
- property depth_of_field_far_transition_region¶
[Read-Write] To define the width of the transition region next to the focal region on the near side (cm)
- Type
(float)
- property depth_of_field_focal_distance¶
[Read-Write] Distance in which the Depth of Field effect should be sharp, in unreal units (cm)
- Type
(float)
- property depth_of_field_focal_region¶
[Read-Write] Artificial region where all content is in focus, starting after DepthOfFieldFocalDistance, in unreal units (cm)
- Type
(float)
- property depth_of_field_fstop¶
[Read-Write] Defines the opening of the camera lens, Aperture is 1/fstop, typical lens go down to f/1.2 (large opening), larger numbers reduce the DOF effect
- Type
(float)
- property depth_of_field_min_fstop¶
[Read-Write] Defines the maximum opening of the camera lens to control the curvature of blades of the diaphragm. Set it to 0 to get straight blades.
- Type
(float)
- property depth_of_field_near_blur_size¶
Maximum size of the Depth of Field blur (in percent of the view width) (note: performance cost scales with size)
- Type
(float)
- Type
[Read-Write] Gaussian only
- property depth_of_field_near_transition_region¶
[Read-Write] To define the width of the transition region next to the focal region on the near side (cm)
- Type
(float)
- property depth_of_field_occlusion¶
[Read-Write] Occlusion tweak factor 1 (0.18 to get natural occlusion, 0.4 to solve layer color leaking issues)
- Type
(float)
- property depth_of_field_scale¶
BokehDOF only: To amplify the depth of field effect (like aperture) 0=off ES3_1: Used to blend DoF. 0=off
- Type
(float)
- Type
[Read-Write] SM5
- property depth_of_field_sensor_width¶
[Read-Write] Width of the camera sensor to assume, in mm.
- Type
(float)
- property depth_of_field_sky_focus_distance¶
[Read-Write] Artificial distance to allow the skybox to be in focus (e.g. 200000), <=0 to switch the feature off, only for GaussianDOF, can cost performance
- Type
(float)
- property depth_of_field_vignette_size¶
[Read-Write] Artificial circular mask to (near) blur content outside the radius, only for GaussianDOF, diameter in percent of screen width, costs performance if the mask is used, keep Feather can Radius on default to keep it off
- Type
(float)
- property expand_gamut¶
[Read-Write] Expand bright saturated colors outside the sRGB gamut to fake wide gamut rendering.
- Type
(float)
- property exposure_offset¶
‘exposure_offset’ was renamed to ‘auto_exposure_bias’.
- Type
deprecated
- property eye_adaptation_high_percent¶
‘eye_adaptation_high_percent’ was renamed to ‘auto_exposure_high_percent’.
- Type
deprecated
- property eye_adaptation_low_percent¶
‘eye_adaptation_low_percent’ was renamed to ‘auto_exposure_low_percent’.
- Type
deprecated
- property eye_adaptation_max_brightness¶
‘eye_adaptation_max_brightness’ was renamed to ‘auto_exposure_max_brightness’.
- Type
deprecated
- property eye_adaptation_min_brightness¶
‘eye_adaptation_min_brightness’ was renamed to ‘auto_exposure_min_brightness’.
- Type
deprecated
- property eye_adaption_speed_down¶
‘eye_adaption_speed_down’ was renamed to ‘auto_exposure_speed_down’.
- Type
deprecated
- property eye_adaption_speed_up¶
‘eye_adaption_speed_up’ was renamed to ‘auto_exposure_speed_up’.
- Type
deprecated
- property film_channel_mixer_blue¶
[Read-Write] Film Channel Mixer Blue
- Type
- property film_channel_mixer_green¶
[Read-Write] Film Channel Mixer Green
- Type
- property film_channel_mixer_red¶
[Read-Write] Film Channel Mixer Red
- Type
- property film_shadow_tint¶
[Read-Write] Film Shadow Tint
- Type
- property film_white_point¶
[Read-Write] Film White Point
- Type
- property histogram_log_max¶
[Read-Write] Histogram Max value. Expressed in Log2(Luminance) or in EV100 when using ExtendDefaultLuminanceRange (see project settings)
- Type
(float)
- property histogram_log_min¶
[Read-Write] Histogram Min value. Expressed in Log2(Luminance) or in EV100 when using ExtendDefaultLuminanceRange (see project settings)
- Type
(float)
- property indirect_lighting_color¶
[Read-Write] Adjusts indirect lighting color. (1,1,1) is default. (0,0,0) to disable GI. The show flag ‘Global Illumination’ must be enabled to use this property.
- Type
- property indirect_lighting_intensity¶
[Read-Write] Scales the indirect lighting contribution. A value of 0 disables GI. Default is 1. The show flag ‘Global Illumination’ must be enabled to use this property.
- Type
(float)
- property lens_flare_bokeh_shape¶
[Read-Write] Defines the shape of the Bokeh when the image base lens flares are blurred, cannot be blended
- Type
(Texture)
- property lens_flare_bokeh_size¶
performance cost is radius*radius)
- Type
(float)
- Type
[Read-Write] Size of the Lens Blur (in percent of the view width) that is done with the Bokeh texture (note
- property lens_flare_intensity¶
[Read-Write] Brightness scale of the image cased lens flares (linear)
- Type
(float)
- property lens_flare_threshold¶
[Read-Write] Minimum brightness the lens flare starts having effect (this should be as high as possible to avoid the performance cost of blurring content that is too dark too see)
- Type
(float)
- property lens_flare_tint¶
[Read-Write] Tint color for the image based lens flares.
- Type
- property lpv_diffuse_occlusion_exponent¶
[Read-Write] Diffuse occlusion exponent - increase for more contrast. 1 to 2 is recommended
- Type
(float)
- property lpv_diffuse_occlusion_intensity¶
[Read-Write] Diffuse occlusion intensity - higher values provide increased diffuse occlusion.
- Type
(float)
- property lpv_directional_occlusion_fade_range¶
[Read-Write] LPV Directional Occlusion Fade range - increase to fade more gradually towards the LPV edges.
- Type
(float)
- property lpv_directional_occlusion_intensity¶
[Read-Write] Controls the amount of directional occlusion. Requires LPV. Values very close to 1.0 are recommended
- Type
(float)
- property lpv_directional_occlusion_radius¶
[Read-Write] Occlusion Radius - 16 is recommended for most scenes
- Type
(float)
- property lpv_emissive_injection_intensity¶
[Read-Write] LPVEmissive Injection Intensity
- Type
(float)
- property lpv_fade_range¶
[Read-Write] LPV Fade range - increase to fade more gradually towards the LPV edges.
- Type
(float)
- property lpv_geometry_volume_bias¶
[Read-Write] Bias applied to the geometry volume in cell units. Increase to reduce darkening due to secondary occlusion
- Type
(float)
- property lpv_intensity¶
[Read-Write] How strong the dynamic GI from the LPV should be. 0.0 is off, 1.0 is the “normal” value, but higher values can be used to boost the effect
- Type
(float)
- property lpv_secondary_bounce_intensity¶
[Read-Write] Secondary bounce light strength (bounce light shadows). Set to 0 to disable
- Type
(float)
- property lpv_secondary_occlusion_intensity¶
[Read-Write] Secondary occlusion strength (bounce light shadows). Set to 0 to disable
- Type
(float)
- property lpv_specular_occlusion_exponent¶
[Read-Write] Specular occlusion exponent - increase for more contrast. 6 to 9 is recommended
- Type
(float)
- property lpv_specular_occlusion_intensity¶
[Read-Write] Specular occlusion intensity - higher values provide increased specular occlusion.
- Type
(float)
- property lpv_vpl_injection_bias¶
[Read-Write] Bias applied to light injected into the LPV in cell units. Increase to reduce bleeding through thin walls
- Type
(float)
- property mobile_hq_gaussian¶
[Read-Write] Enable HQ Gaussian on high end mobile platforms. (ES3_1)
- Type
(bool)
- property motion_blur_amount¶
off, should be renamed to intensity
- Type
(float)
- Type
[Read-Write] Strength of motion blur, 0
- property motion_blur_max¶
off
- Type
(float)
- Type
[Read-Write] max distortion caused by motion blur, in percent of the screen width, 0
- property motion_blur_per_object_size¶
4%
- Type
(float)
- Type
[Read-Write] The minimum projected screen radius for a primitive to be drawn in the velocity pass, percentage of screen width. smaller numbers cause more draw calls, default
- property motion_blur_target_fps¶
[Read-Write] Defines the target FPS for motion blur. Makes motion blur independent of actual frame rate and relative to the specified target FPS instead. Higher target FPS results in shorter frames, which means shorter shutter times and less motion blur. Lower FPS means more motion blur. A value of zero makes the motion blur dependent on the actual frame rate.
- Type
(int32)
- property override_ambient_cubemap_intensity¶
[Read-Write] Override Ambient Cubemap Intensity
- Type
(bool)
- property override_ambient_occlusion_fade_distance¶
[Read-Write] Override Ambient Occlusion Fade Distance
- Type
(bool)
- property override_ambient_occlusion_fade_radius¶
[Read-Write] Override Ambient Occlusion Fade Radius
- Type
(bool)
- property override_ambient_occlusion_intensity¶
[Read-Write] Override Ambient Occlusion Intensity
- Type
(bool)
- property override_ambient_occlusion_mip_blend¶
[Read-Write] Override Ambient Occlusion Mip Blend
- Type
(bool)
- property override_ambient_occlusion_mip_scale¶
[Read-Write] Override Ambient Occlusion Mip Scale
- Type
(bool)
- property override_ambient_occlusion_mip_threshold¶
[Read-Write] Override Ambient Occlusion Mip Threshold
- Type
(bool)
- property override_ambient_occlusion_power¶
[Read-Write] Override Ambient Occlusion Power
- Type
(bool)
- property override_ambient_occlusion_quality¶
[Read-Write] Override Ambient Occlusion Quality
- Type
(bool)
- property override_ambient_occlusion_radius¶
[Read-Write] Override Ambient Occlusion Radius
- Type
(bool)
- property override_ambient_occlusion_radius_in_ws¶
[Read-Write] Override Ambient Occlusion Radius in WS
- Type
(bool)
- property override_ambient_occlusion_static_fraction¶
[Read-Write] Override Ambient Occlusion Static Fraction
- Type
(bool)
- property override_ambient_occlusion_temporal_blend_weight¶
[Read-Write] Override Ambient Occlusion Temporal Blend Weight
- Type
(bool)
- property override_auto_exposure_apply_physical_camera_exposure¶
[Read-Write] Override Auto Exposure Apply Physical Camera Exposure
- Type
(bool)
- property override_auto_exposure_bias_curve¶
[Read-Write] Override Auto Exposure Bias Curve
- Type
(bool)
- property override_auto_exposure_high_percent¶
[Read-Write] Override Auto Exposure High Percent
- Type
(bool)
- property override_auto_exposure_low_percent¶
[Read-Write] Override Auto Exposure Low Percent
- Type
(bool)
- property override_auto_exposure_max_brightness¶
[Read-Write] Override Auto Exposure Max Brightness
- Type
(bool)
- property override_auto_exposure_meter_mask¶
[Read-Write] Override Auto Exposure Meter Mask
- Type
(bool)
- property override_auto_exposure_min_brightness¶
[Read-Write] Override Auto Exposure Min Brightness
- Type
(bool)
- property override_auto_exposure_speed_down¶
[Read-Write] Override Auto Exposure Speed Down
- Type
(bool)
- property override_bloom_convolution_buffer_scale¶
[Read-Write] Override Bloom Convolution Buffer Scale
- Type
(bool)
- property override_bloom_convolution_center_uv¶
[Read-Write] Override Bloom Convolution Center UV
- Type
(bool)
- property override_bloom_convolution_pre_filter_max¶
[Read-Write] Override Bloom Convolution Pre Filter Max
- Type
(bool)
- property override_bloom_convolution_pre_filter_min¶
[Read-Write] Override Bloom Convolution Pre Filter Min
- Type
(bool)
- property override_bloom_convolution_pre_filter_mult¶
[Read-Write] Override Bloom Convolution Pre Filter Mult
- Type
(bool)
- property override_bloom_convolution_texture¶
[Read-Write] Override Bloom Convolution Texture
- Type
(bool)
- property override_bloom_dirt_mask_intensity¶
[Read-Write] Override Bloom Dirt Mask Intensity
- Type
(bool)
- property override_chromatic_aberration_start_offset¶
[Read-Write] Override Chromatic Aberration Start Offset
- Type
(bool)
- property override_color_contrast_highlights¶
[Read-Write] Override Color Contrast Highlights
- Type
(bool)
- property override_color_contrast_midtones¶
[Read-Write] Override Color Contrast Midtones
- Type
(bool)
- property override_color_correction_highlights_min¶
[Read-Write] Override Color Correction Highlights Min
- Type
(bool)
- property override_color_correction_shadows_max¶
[Read-Write] Override Color Correction Shadows Max
- Type
(bool)
- property override_color_grading_intensity¶
[Read-Write] Override Color Grading Intensity
- Type
(bool)
- property override_color_offset_highlights¶
[Read-Write] Override Color Offset Highlights
- Type
(bool)
- property override_color_saturation_highlights¶
[Read-Write] Override Color Saturation Highlights
- Type
(bool)
- property override_color_saturation_midtones¶
[Read-Write] Override Color Saturation Midtones
- Type
(bool)
- property override_color_saturation_shadows¶
[Read-Write] Override Color Saturation Shadows
- Type
(bool)
- property override_depth_of_field_blade_count¶
[Read-Write] Override Depth Of Field Blade Count
- Type
(bool)
- property override_depth_of_field_depth_blur_amount¶
[Read-Write] Override Depth Of Field Depth Blur Amount
- Type
(bool)
- property override_depth_of_field_depth_blur_radius¶
[Read-Write] Override Depth Of Field Depth Blur Radius
- Type
(bool)
- property override_depth_of_field_far_blur_size¶
[Read-Write] Override Depth Of Field Far Blur Size
- Type
(bool)
- property override_depth_of_field_far_transition_region¶
[Read-Write] Override Depth Of Field Far Transition Region
- Type
(bool)
- property override_depth_of_field_focal_distance¶
[Read-Write] Override Depth Of Field Focal Distance
- Type
(bool)
- property override_depth_of_field_focal_region¶
[Read-Write] Override Depth Of Field Focal Region
- Type
(bool)
- property override_depth_of_field_min_fstop¶
[Read-Write] Override Depth Of Field Min Fstop
- Type
(bool)
- property override_depth_of_field_near_blur_size¶
[Read-Write] Override Depth Of Field Near Blur Size
- Type
(bool)
- property override_depth_of_field_near_transition_region¶
[Read-Write] Override Depth Of Field Near Transition Region
- Type
(bool)
- property override_depth_of_field_occlusion¶
[Read-Write] Override Depth Of Field Occlusion
- Type
(bool)
- property override_depth_of_field_sensor_width¶
[Read-Write] Override Depth Of Field Sensor Width
- Type
(bool)
- property override_depth_of_field_sky_focus_distance¶
[Read-Write] Override Depth Of Field Sky Focus Distance
- Type
(bool)
- property override_depth_of_field_vignette_size¶
[Read-Write] Override Depth Of Field Vignette Size
- Type
(bool)
- property override_film_channel_mixer_blue¶
[Read-Write] Override Film Channel Mixer Blue
- Type
(bool)
- property override_film_channel_mixer_green¶
[Read-Write] Override Film Channel Mixer Green
- Type
(bool)
- property override_film_shadow_tint_amount¶
[Read-Write] Override Film Shadow Tint Amount
- Type
(bool)
- property override_indirect_lighting_color¶
[Read-Write] Override Indirect Lighting Color
- Type
(bool)
- property override_indirect_lighting_intensity¶
[Read-Write] Override Indirect Lighting Intensity
- Type
(bool)
- property override_lpv_directional_occlusion_fade_range¶
[Read-Write] Override LPVDirectional Occlusion Fade Range
- Type
(bool)
- property override_lpv_emissive_injection_intensity¶
[Read-Write] Override LPVEmissive Injection Intensity
- Type
(bool)
- property override_lpv_geometry_volume_bias¶
[Read-Write] Override LPVGeometry Volume Bias
- Type
(bool)
- property override_lpv_secondary_bounce_intensity¶
[Read-Write] Override LPVSecondary Bounce Intensity
- Type
(bool)
- property override_lpv_secondary_occlusion_intensity¶
[Read-Write] Override LPVSecondary Occlusion Intensity
- Type
(bool)
- property override_motion_blur_per_object_size¶
[Read-Write] Override Motion Blur Per Object Size
- Type
(bool)
- property override_path_tracing_enable_denoiser¶
[Read-Write] Override Path Tracing Enable Denoiser
- Type
(bool)
- property override_path_tracing_enable_emissive¶
[Read-Write] Override Path Tracing Enable Emissive
- Type
(bool)
- property override_path_tracing_filter_width¶
[Read-Write] Override Path Tracing Filter Width
- Type
(bool)
- property override_path_tracing_max_bounces¶
[Read-Write] Override Path Tracing Max Bounces
- Type
(bool)
- property override_path_tracing_max_path_exposure¶
[Read-Write] Override Path Tracing Max Path Exposure
- Type
(bool)
- property override_path_tracing_samples_per_pixel¶
[Read-Write] Override Path Tracing Samples Per Pixel
- Type
(bool)
- property override_ray_tracing_ao_intensity¶
[Read-Write] Override Ray Tracing AOIntensity
- Type
(bool)
- property override_ray_tracing_ao_samples_per_pixel¶
[Read-Write] Override Ray Tracing AOSamples Per Pixel
- Type
(bool)
- property override_ray_tracing_gi_max_bounces¶
[Read-Write] Override Ray Tracing GIMax Bounces
- Type
(bool)
- property override_ray_tracing_gi_samples_per_pixel¶
[Read-Write] Override Ray Tracing GISamples Per Pixel
- Type
(bool)
- property override_ray_tracing_reflections_max_bounces¶
[Read-Write] Override Ray Tracing Reflections Max Bounces
- Type
(bool)
- property override_ray_tracing_reflections_max_roughness¶
[Read-Write] Override Ray Tracing Reflections Max Roughness
- Type
(bool)
- property override_ray_tracing_reflections_samples_per_pixel¶
[Read-Write] Override Ray Tracing Reflections Samples Per Pixel
- Type
(bool)
- property override_ray_tracing_reflections_shadows¶
[Read-Write] Override Ray Tracing Reflections Shadows
- Type
(bool)
- property override_ray_tracing_reflections_translucency¶
[Read-Write] Override Ray Tracing Reflections Translucency
- Type
(bool)
- property override_ray_tracing_translucency_max_roughness¶
[Read-Write] Override Ray Tracing Translucency Max Roughness
- Type
(bool)
- property override_ray_tracing_translucency_refraction¶
[Read-Write] Override Ray Tracing Translucency Refraction
- Type
(bool)
- property override_ray_tracing_translucency_refraction_rays¶
[Read-Write] Override Ray Tracing Translucency Refraction Rays
- Type
(bool)
- property override_ray_tracing_translucency_samples_per_pixel¶
[Read-Write] Override Ray Tracing Translucency Samples Per Pixel
- Type
(bool)
- property override_ray_tracing_translucency_shadows¶
[Read-Write] Override Ray Tracing Translucency Shadows
- Type
(bool)
- property override_screen_space_reflection_intensity¶
[Read-Write] Override Screen Space Reflection Intensity
- Type
(bool)
- property override_screen_space_reflection_max_roughness¶
[Read-Write] Override Screen Space Reflection Max Roughness
- Type
(bool)
- property override_screen_space_reflection_quality¶
[Read-Write] Override Screen Space Reflection Quality
- Type
(bool)
- property override_screen_space_reflection_roughness_scale¶
[Read-Write] Override Screen Space Reflection Roughness Scale
- Type
(bool)
- property override_white_temp¶
[Read-Write] first all bOverride_… as they get grouped together into bitfields
- Type
(bool)
- property path_tracing_enable_denoiser¶
[Read-Write] Run the currently loaded denoiser plugin on the last sample to remove noise from the output. Has no effect if a plug-in is not loaded.
- Type
(bool)
- property path_tracing_enable_emissive¶
[Read-Write] Enables emissive materials for the path tracer. This can prevent double-counting of illumination from surfaces that are also represented by light sources, and noise from small emitters.
- Type
(bool)
- property path_tracing_filter_width¶
[Read-Write] Sets anti-aliasing filter width for the path tracer. Lower values are sharper (and more aliased), larger values are softer (and blurrier).
- Type
(float)
- property path_tracing_max_bounces¶
[Read-Write] Sets the path tracing maximum bounces
- Type
(int32)
- property path_tracing_max_path_exposure¶
[Read-Write] Sets the maximum exposure allowed in the path tracer to reduce fireflies. This should be set a few steps higher than the scene exposure.
- Type
(float)
- property path_tracing_samples_per_pixel¶
[Read-Write] Sets the samples per pixel for the path tracer.
- Type
(int32)
- property ray_tracing_ao_intensity¶
[Read-Write] Scalar factor on the ray-tracing ambient occlusion score.
- Type
(float)
- property ray_tracing_ao_radius¶
[Read-Write] Defines the world-space search radius for occlusion rays.
- Type
(float)
- property ray_tracing_ao_samples_per_pixel¶
[Read-Write] Sets the samples per pixel for ray tracing ambient occlusion.
- Type
(int32)
- property ray_tracing_gi_max_bounces¶
[Read-Write] Sets the ray tracing global illumination maximum bounces.
- Type
(int32)
- property ray_tracing_gi_samples_per_pixel¶
[Read-Write] Sets the samples per pixel for ray tracing global illumination.
- Type
(int32)
- property ray_tracing_gi_type¶
[Read-Write] Sets the ray tracing global illumination type.
- property ray_tracing_reflections_max_bounces¶
[Read-Write] Sets the maximum number of ray tracing reflection bounces.
- Type
(int32)
- property ray_tracing_reflections_max_roughness¶
[Read-Write] Sets the maximum roughness until which ray tracing reflections will be visible (lower value is faster). Reflection contribution is smoothly faded when close to roughness threshold. This parameter behaves similarly to ScreenSpaceReflectionMaxRoughness.
- Type
(float)
- property ray_tracing_reflections_samples_per_pixel¶
[Read-Write] Sets the samples per pixel for ray traced reflections.
- Type
(int32)
- property ray_tracing_reflections_shadows¶
[Read-Write] Sets the reflected shadows type.
- property ray_tracing_reflections_translucency¶
[Read-Write] Enables ray tracing translucency in reflections.
- Type
(bool)
- property ray_tracing_translucency_max_roughness¶
[Read-Write] Sets the maximum roughness until which ray tracing translucency will be visible (lower value is faster). Translucency contribution is smoothly faded when close to roughness threshold. This parameter behaves similarly to ScreenSpaceReflectionMaxRoughness.
- Type
(float)
- property ray_tracing_translucency_refraction¶
[Read-Write] Sets whether refraction should be enabled or not (if not rays will not scatter and only travel in the same direction as before the intersection event).
- Type
(bool)
- property ray_tracing_translucency_refraction_rays¶
[Read-Write] Sets the maximum number of ray tracing refraction rays.
- Type
(int32)
- property ray_tracing_translucency_samples_per_pixel¶
[Read-Write] Sets the samples per pixel for ray traced translucency.
- Type
(int32)
- property ray_tracing_translucency_shadows¶
[Read-Write] Sets the translucency shadows type.
- property reflections_type¶
[Read-Write] Sets the reflections type
- Type
- property scene_color_tint¶
[Read-Write] Scene tint color
- Type
- property scene_fringe_intensity¶
[Read-Write] in percent, Scene chromatic aberration / color fringe (camera imperfection) to simulate an artifact that happens in real-world lens, mostly visible in the image corners.
- Type
(float)
- property screen_percentage¶
[Read-Write] To render with lower or high resolution than it is presented, controlled by console variable, 100:off, needs to be <99 to get upsampling and lower to get performance, >100 for super sampling (slower but higher quality), only applied in game
- Type
(float)
- property screen_space_reflection_intensity¶
[Read-Write] Enable/Fade/disable the Screen Space Reflection feature, in percent, avoid numbers between 0 and 1 fo consistency
- Type
(float)
- property screen_space_reflection_max_roughness¶
[Read-Write] Until what roughness we fade the screen space reflections, 0.8 works well, smaller can run faster
- Type
(float)
- property screen_space_reflection_quality¶
[Read-Write] 0=lowest quality..100=maximum quality, only a few quality levels are implemented, no soft transition, 50 is the default for better performance.
- Type
(float)
- property tone_curve_amount¶
[Read-Write] Allow effect of Tone Curve to be reduced (Set ToneCurveAmount and ExpandGamut to 0.0 to fully disable tone curve)
- Type
(float)
- property translucency_type¶
[Read-Write] Sets the translucency type
- Type
- property weighted_blendables¶
[Read-Write] Allows custom post process materials to be defined, using a MaterialInstance with the same Material as its parent to allow blending. For materials this needs to be the “PostProcess” domain type. This can be used for any UObject object implementing the IBlendableInterface (e.g. could be used to fade weather settings).
- Type