unreal.SkyAtmosphereComponent

class unreal.SkyAtmosphereComponent(outer=None, name='None')

Bases: unreal.SceneComponent

A component that represents a planet atmosphere material and simulates sky and light scattering within it. see: https://docs.unrealengine.com/en-US/Engine/Actors/FogEffects/SkyAtmosphere/index.html

C++ Source:

  • Module: Engine

  • File: SkyAtmosphereComponent.h

Editor Properties: (see get_editor_property/set_editor_property)

  • absolute_location (bool): [Read-Write] If RelativeLocation should be considered relative to the world, rather than the parent

  • absolute_rotation (bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parent

  • absolute_scale (bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parent

  • aerial_perspective_start_depth (float): [Read-Write] The distance (kilometers) at which we start evaluating the aerial perspective. Having the aerial perspective starts away from the camera can help with performance: pixels not affected by the aerial perspective will have their computation skipped using early depth test.

  • aerial_pespective_view_distance_scale (float): [Read-Write] Makes the aerial perspective look thicker by scaling distances from view to surfaces (opaque and translucent).

  • asset_user_data (Array(AssetUserData)): [Read-Write] Array of user data stored with the component

  • atmosphere_height (float): [Read-Write] The height of the atmosphere layer above the ground in kilometers.

  • auto_activate (bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.

  • bottom_radius (float): [Read-Write] The radius in kilometers from the center of the planet to the ground level.

  • can_ever_affect_navigation (bool): [Read-Write] Whether this component can potentially influence navigation

  • component_tags (Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.

  • detail_mode (DetailMode): [Read-Write] If detail mode is >= system detail mode, primitive won’t be rendered.

  • editable_when_inherited (bool): [Read-Write] True if this component can be modified when it was inherited from a parent actor class

  • ground_albedo (Color): [Read-Write] The ground albedo that will tint the atmosphere when the sun light will bounce on it. Only taken into account when MultiScattering>0.0.

  • height_fog_contribution (float): [Read-Write] Scale the sky and atmosphere lights contribution to the height fog when SupportSkyAtmosphereAffectsHeightFog project setting is true.

  • hidden_in_game (bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.

  • is_editor_only (bool): [Read-Write] If true, the component will be excluded from non-editor builds

  • mie_absorption (LinearColor): [Read-Write] The Mie absorption coefficients resulting from particles in the air at an altitude of 0 kilometer. As it becomes higher, light will be absorbed more.

  • mie_absorption_scale (float): [Read-Write] Mie absorption coefficient scale.

  • mie_anisotropy (float): [Read-Write] A value of 0 mean light is uniformly scattered. A value closer to 1 means lights will scatter more forward, resulting in halos around light sources.

  • mie_exponential_distribution (float): [Read-Write] The altitude in kilometer at which Mie effects are reduced to 40%.

  • mie_scattering (LinearColor): [Read-Write] The Mie scattering coefficients resulting from particles in the air at an altitude of 0 kilometer. As it becomes higher, light will be scattered more.

  • mie_scattering_scale (float): [Read-Write] Mie scattering coefficient scale.

  • mobility (ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.

  • multi_scattering_factor (float): [Read-Write] Render multi scattering as if sun light would bounce around in the atmosphere. This is achieved using a dual scattering approach.

  • on_component_activated (ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reset

  • on_component_deactivated (ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivated

  • other_absorption (LinearColor): [Read-Write] Absorption coefficients for another atmosphere layer. Density increase from 0 to 1 between 10 to 25km and decreases from 1 to 0 between 25 to 40km. The default values represents ozone molecules absorption in the Earth atmosphere.

  • other_absorption_scale (float): [Read-Write] Absorption coefficients for another atmosphere layer. Density increase from 0 to 1 between 10 to 25km and decreases from 1 to 0 between 25 to 40km. This approximates ozone molecules distribution in the Earth atmosphere.

  • other_tent_distribution (TentDistribution): [Read-Write] Represents the altitude based tent distribution of absorption particles in the atmosphere.

  • physics_volume_changed_delegate (PhysicsVolumeChanged): [Read-Write] Delegate that will be called when PhysicsVolume has been changed *

  • primary_component_tick (ActorComponentTickFunction): [Read-Write] Main tick function for the Component

  • rayleigh_exponential_distribution (float): [Read-Write] The altitude in kilometer at which Rayleigh scattering effect is reduced to 40%.

  • rayleigh_scattering (LinearColor): [Read-Write] The Rayleigh scattering coefficients resulting from molecules in the air at an altitude of 0 kilometer.

  • rayleigh_scattering_scale (float): [Read-Write] Rayleigh scattering coefficient scale.

  • relative_location (Vector): [Read-Write] Location of the component relative to its parent

  • relative_rotation (Rotator): [Read-Write] Rotation of the component relative to its parent

  • relative_scale3d (Vector): [Read-Write] Non-uniform scaling of the component relative to its parent. Note that scaling is always applied in local space (no shearing etc)

  • replicates (bool): [Read-Write] Is this component currently replicating? Should the network code consider it for replication? Owning Actor must be replicating first!

  • should_update_physics_volume (bool): [Read-Write] Whether or not the cached PhysicsVolume this component overlaps should be updated when the component is moved. see: GetPhysicsVolume()

  • sky_luminance_factor (LinearColor): [Read-Write] Scales the luminance of pixels representing the sky, i.e. not belonging to any surface.

  • trace_sample_count_scale (float): [Read-Write] Scale the atmosphere tracing sample count. Quality level scalability The sample count is still clamped according to scalability setting to ‘r.SkyAtmosphere.SampleCountMax’ when ‘r.SkyAtmosphere.FastSkyLUT’ is 0. The sample count is still clamped according to scalability setting to ‘r.SkyAtmosphere.FastSkyLUT.SampleCountMax’ when ‘r.SkyAtmosphere.FastSkyLUT’ is 1. The sample count is still clamped for aerial perspective according to ‘r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice’.

  • transform_mode (SkyAtmosphereTransformMode): [Read-Write] The ground albedo that will tint the atmosphere when the sun light will bounce on it. Only taken into account when MultiScattering>0.0.

  • transmittance_min_light_elevation_angle (float): [Read-Write] The minimum elevation angle in degree that should be used to evaluate the sun transmittance to the ground. Useful to maintain a visible sun light and shadow on meshes even when the sun has started going below the horizon. This does not affect the aerial perspective.

  • use_attach_parent_bound (bool): [Read-Write] If true, this component uses its parents bounds when attached. This can be a significant optimization with many components attached together.

  • visible (bool): [Read-Write] Whether to completely draw the primitive; if false, the primitive is not drawn, does not cast a shadow.

property aerial_perspective_start_depth

pixels not affected by the aerial perspective will have their computation skipped using early depth test.

Type

(float)

Type

[Read-Only] The distance (kilometers) at which we start evaluating the aerial perspective. Having the aerial perspective starts away from the camera can help with performance

property aerial_pespective_view_distance_scale

[Read-Only] Makes the aerial perspective look thicker by scaling distances from view to surfaces (opaque and translucent).

Type

(float)

property atmosphere_height

[Read-Only] The height of the atmosphere layer above the ground in kilometers.

Type

(float)

property bottom_radius

[Read-Only] The radius in kilometers from the center of the planet to the ground level.

Type

(float)

get_atmosphere_transmitance_on_ground_at_planet_top(directional_light)LinearColor

Get Atmosphere Transmitance on Ground at Planet Top

Parameters

directional_light (DirectionalLightComponent) –

Returns

Return type

LinearColor

property ground_albedo

[Read-Only] The ground albedo that will tint the atmosphere when the sun light will bounce on it. Only taken into account when MultiScattering>0.0.

Type

(Color)

property height_fog_contribution

[Read-Only] Scale the sky and atmosphere lights contribution to the height fog when SupportSkyAtmosphereAffectsHeightFog project setting is true.

Type

(float)

property mie_absorption

[Read-Only] The Mie absorption coefficients resulting from particles in the air at an altitude of 0 kilometer. As it becomes higher, light will be absorbed more.

Type

(LinearColor)

property mie_absorption_scale

[Read-Only] Mie absorption coefficient scale.

Type

(float)

property mie_anisotropy

[Read-Only] A value of 0 mean light is uniformly scattered. A value closer to 1 means lights will scatter more forward, resulting in halos around light sources.

Type

(float)

property mie_exponential_distribution

[Read-Only] The altitude in kilometer at which Mie effects are reduced to 40%.

Type

(float)

property mie_scattering

[Read-Only] The Mie scattering coefficients resulting from particles in the air at an altitude of 0 kilometer. As it becomes higher, light will be scattered more.

Type

(LinearColor)

property mie_scattering_scale

[Read-Only] Mie scattering coefficient scale.

Type

(float)

property multi_scattering_factor

[Read-Only] Render multi scattering as if sun light would bounce around in the atmosphere. This is achieved using a dual scattering approach.

Type

(float)

property other_absorption

[Read-Only] Absorption coefficients for another atmosphere layer. Density increase from 0 to 1 between 10 to 25km and decreases from 1 to 0 between 25 to 40km. The default values represents ozone molecules absorption in the Earth atmosphere.

Type

(LinearColor)

property other_absorption_scale

[Read-Only] Absorption coefficients for another atmosphere layer. Density increase from 0 to 1 between 10 to 25km and decreases from 1 to 0 between 25 to 40km. This approximates ozone molecules distribution in the Earth atmosphere.

Type

(float)

property other_tent_distribution

[Read-Only] Represents the altitude based tent distribution of absorption particles in the atmosphere.

Type

(TentDistribution)

override_atmosphere_light_direction(atmosphere_light_index, light_direction)None

Override Atmosphere Light Direction

Parameters
  • atmosphere_light_index (int32) –

  • light_direction (Vector) –

property rayleigh_exponential_distribution

[Read-Only] The altitude in kilometer at which Rayleigh scattering effect is reduced to 40%.

Type

(float)

property rayleigh_scattering

[Read-Only] The Rayleigh scattering coefficients resulting from molecules in the air at an altitude of 0 kilometer.

Type

(LinearColor)

property rayleigh_scattering_scale

[Read-Only] Rayleigh scattering coefficient scale.

Type

(float)

set_aerial_pespective_view_distance_scale(new_value)None

Set Aerial Pespective View Distance Scale

Parameters

new_value (float) –

set_atmosphere_height(new_value)None

Set Atmosphere Height

Parameters

new_value (float) –

set_height_fog_contribution(new_value)None

Set Height Fog Contribution

Parameters

new_value (float) –

set_mie_absorption(new_value)None

Set Mie Absorption

Parameters

new_value (LinearColor) –

set_mie_absorption_scale(new_value)None

Set Mie Absorption Scale

Parameters

new_value (float) –

set_mie_anisotropy(new_value)None

Set Mie Anisotropy

Parameters

new_value (float) –

set_mie_exponential_distribution(new_value)None

Set Mie Exponential Distribution

Parameters

new_value (float) –

set_mie_scattering(new_value)None

Set Mie Scattering

Parameters

new_value (LinearColor) –

set_mie_scattering_scale(new_value)None

Set Mie Scattering Scale

Parameters

new_value (float) –

set_multi_scattering_factor(new_value)None

Set Multi Scattering Factor

Parameters

new_value (float) –

set_other_absorption(new_value)None

Set Other Absorption

Parameters

new_value (LinearColor) –

set_other_absorption_scale(new_value)None

Set Other Absorption Scale

Parameters

new_value (float) –

set_rayleigh_exponential_distribution(new_value)None

Set Rayleigh Exponential Distribution

Parameters

new_value (float) –

set_rayleigh_scattering(new_value)None

Set Rayleigh Scattering

Parameters

new_value (LinearColor) –

set_rayleigh_scattering_scale(new_value)None

Set Rayleigh Scattering Scale

Parameters

new_value (float) –

set_sky_luminance_factor(new_value)None

Set Sky Luminance Factor

Parameters

new_value (LinearColor) –

property sky_luminance_factor

[Read-Only] Scales the luminance of pixels representing the sky, i.e. not belonging to any surface.

Type

(LinearColor)

property trace_sample_count_scale

[Read-Only] Scale the atmosphere tracing sample count. Quality level scalability The sample count is still clamped according to scalability setting to ‘r.SkyAtmosphere.SampleCountMax’ when ‘r.SkyAtmosphere.FastSkyLUT’ is 0. The sample count is still clamped according to scalability setting to ‘r.SkyAtmosphere.FastSkyLUT.SampleCountMax’ when ‘r.SkyAtmosphere.FastSkyLUT’ is 1. The sample count is still clamped for aerial perspective according to ‘r.SkyAtmosphere.AerialPerspectiveLUT.SampleCountMaxPerSlice’.

Type

(float)

property transform_mode

[Read-Only] The ground albedo that will tint the atmosphere when the sun light will bounce on it. Only taken into account when MultiScattering>0.0.

Type

(SkyAtmosphereTransformMode)

property transmittance_min_light_elevation_angle

[Read-Only] The minimum elevation angle in degree that should be used to evaluate the sun transmittance to the ground. Useful to maintain a visible sun light and shadow on meshes even when the sun has started going below the horizon. This does not affect the aerial perspective.

Type

(float)