unreal.SkyLightComponent
¶
- class unreal.SkyLightComponent(outer=None, name='None')¶
Bases:
unreal.LightComponentBase
Sky Light Component
C++ Source:
Module: Engine
File: SkyLightComponent.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 parentabsolute_rotation
(bool): [Read-Write] If RelativeRotation should be considered relative to the world, rather than the parentabsolute_scale
(bool): [Read-Write] If RelativeScale3D should be considered relative to the world, rather than the parentaffect_global_illumination
(bool): [Read-Write] Whether the light affects global illumination, when ray-traced global illumination is enabled.affect_reflection
(bool): [Read-Write] Whether the light affects objects in reflections, when ray-traced reflection is enabled.affect_translucent_lighting
(bool): [Read-Write] Whether the light affects translucency or not. Disabling this can save GPU time when there are many small lights.affects_world
(bool): [Read-Write] Whether the light can affect the world, or whether it is disabled. A disabled light will not contribute to the scene in any way. This setting cannot be changed at runtime and unbuilds lighting when changed. Setting this to false has the same effect as deleting the light, so it is useful for non-destructive experiments.asset_user_data
(Array(AssetUserData)): [Read-Write] Array of user data stored with the componentauto_activate
(bool): [Read-Write] Whether the component is activated at creation or must be explicitly activated.can_ever_affect_navigation
(bool): [Read-Write] Whether this component can potentially influence navigationcapture_emissive_only
(bool): [Read-Write] Only capture emissive materials. Skips all lighting making the capture cheaper. Recomended when using CaptureEveryFramecast_deep_shadow
(bool): [Read-Write] Whether the light should cast high quality hair-strands self-shadowing. When this option is enabled, an extra GPU cost for this light.cast_dynamic_shadows
(bool): [Read-Write] Whether the light should cast shadows from dynamic objects. Also requires Cast Shadows to be set to True.cast_raytraced_shadow
(bool): [Read-Write] Whether the light shadows are computed with shadow-mapping or ray-tracing (when available).cast_shadows
(bool): [Read-Write] Whether the light should cast any shadows.cast_static_shadows
(bool): [Read-Write] Whether the light should cast shadows from static objects. Also requires Cast Shadows to be set to True.cast_volumetric_shadow
(bool): [Read-Write] Whether the light shadows volumetric fog. Disabling this can save GPU time.cloud_ambient_occlusion
(bool): [Read-Write] Whether the cloud should occlude sky contribution within the atmosphere (progressively fading multiple scattering out) or not.cloud_ambient_occlusion_aperture_scale
(float): [Read-Write] Controls the cone aperture angle over which the sky occlusion due to volumetric clouds is evaluated. A value of 1 means take into account the entire hemisphere resulting in blurry occlusion, while a value of 0 means take into account a single up occlusion direction up resulting in sharp occlusion.cloud_ambient_occlusion_extent
(float): [Read-Write] The world space radius of the cloud ambient occlusion map around the camera in kilometers.cloud_ambient_occlusion_map_resolution_scale
(float): [Read-Write] Scale the cloud ambient occlusion map resolution, base resolution is 512. The resolution is still clamped to ‘r.VolumetricCloud.SkyAO.MaxResolution’.cloud_ambient_occlusion_strength
(float): [Read-Write] The strength of the ambient occlusion, higher value will block more light.component_tags
(Array(Name)): [Read-Write] Array of tags that can be used for grouping and categorizing. Can also be accessed from scripting.contrast
(float): [Read-Write] Contrast S-curve applied to the computed AO. A value of 0 means no contrast increase, 1 is a significant contrast increase.cubemap
(TextureCube): [Read-Write] Cubemap to use for sky lighting if SourceType is set to SLS_SpecifiedCubemap.cubemap_resolution
(int32): [Read-Write] Maximum resolution for the very top processed cubemap mip. Must be a power of 2.deep_shadow_layer_distribution
(float): [Read-Write] Change the deep shadow layers distribution 0:linear distribution (uniform layer distribution), 1:exponential (more details on near small details).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 classhidden_in_game
(bool): [Read-Write] Whether to hide the primitive in game, if the primitive is Visible.indirect_lighting_intensity
(float): [Read-Write] Scales the indirect lighting contribution from this light. A value of 0 disables any GI from this light. Default is 1.intensity
(float): [Read-Write] Total energy that the light emits.is_editor_only
(bool): [Read-Write] If true, the component will be excluded from non-editor buildslight_color
(Color): [Read-Write] Filter color of the light. Note that this can change the light’s effective intensity.lower_hemisphere_color
(LinearColor): [Read-Write] Lower Hemisphere Colorlower_hemisphere_is_black
(bool): [Read-Write] Whether all distant lighting from the lower hemisphere should be set to LowerHemisphereColor. Enabling this is accurate when lighting a scene on a planet where the ground blocks the sky, However disabling it can be useful to approximate skylight bounce lighting (eg Movable light).min_occlusion
(float): [Read-Write] Controls the darkest that a fully occluded area can get. This tends to destroy contact shadows, use Contrast or OcclusionExponent instead.mobility
(ComponentMobility): [Read-Write] How often this component is allowed to move, used to make various optimizations. Only safe to set in constructor.occlusion_combine_mode
(OcclusionCombineMode): [Read-Write] Controls how occlusion from Distance Field Ambient Occlusion is combined with Screen Space Ambient Occlusion.occlusion_exponent
(float): [Read-Write] Exponent applied to the computed AO. Values lower than 1 brighten occlusion overall without losing contact shadows.occlusion_max_distance
(float): [Read-Write] Max distance that the occlusion of one point will affect another. Higher values increase the cost of Distance Field AO exponentially.occlusion_tint
(Color): [Read-Write] Tint color on occluded areas, artistic control.on_component_activated
(ActorComponentActivatedSignature): [Read-Write] Called when the component has been activated, with parameter indicating if it was from a reseton_component_deactivated
(ActorComponentDeactivateSignature): [Read-Write] Called when the component has been deactivatedphysics_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 Componentreal_time_capture
(bool): [Read-Write] When enabled, the sky will be captured and convolved to achieve dynamic diffuse and specular environment lighting. SkyAtmosphere, VolumetricCloud Components as well as sky domes with Sky materials are taken into account.relative_location
(Vector): [Read-Write] Location of the component relative to its parentrelative_rotation
(Rotator): [Read-Write] Rotation of the component relative to its parentrelative_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!samples_per_pixel
(int32): [Read-Write] Samples per pixel for ray tracingshould_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_distance_threshold
(float): [Read-Write] Distance from the sky light at which any geometry should be treated as part of the sky. This is also used by reflection captures, so update reflection captures to see the impact.source_cubemap_angle
(float): [Read-Write] Angle to rotate the source cubemap when SourceType is set to SLS_SpecifiedCubemap.source_type
(SkyLightSourceType): [Read-Write] Indicates where to get the light contribution from.transmission
(bool): [Read-Write] Whether light from this light transmits through surfaces with subsurface scattering profiles. Requires light to be movable.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.volumetric_scattering_intensity
(float): [Read-Write] Intensity of the volumetric scattering from this light. This scales Intensity and LightColor.
- property capture_emissive_only¶
[Read-Only] Only capture emissive materials. Skips all lighting making the capture cheaper. Recomended when using CaptureEveryFrame
- Type
(bool)
- property cloud_ambient_occlusion¶
[Read-Only] Whether the cloud should occlude sky contribution within the atmosphere (progressively fading multiple scattering out) or not.
- Type
(bool)
- property cloud_ambient_occlusion_aperture_scale¶
[Read-Only] Controls the cone aperture angle over which the sky occlusion due to volumetric clouds is evaluated. A value of 1 means take into account the entire hemisphere resulting in blurry occlusion, while a value of 0 means take into account a single up occlusion direction up resulting in sharp occlusion.
- Type
(float)
- property cloud_ambient_occlusion_extent¶
[Read-Only] The world space radius of the cloud ambient occlusion map around the camera in kilometers.
- Type
(float)
- property cloud_ambient_occlusion_map_resolution_scale¶
[Read-Only] Scale the cloud ambient occlusion map resolution, base resolution is 512. The resolution is still clamped to ‘r.VolumetricCloud.SkyAO.MaxResolution’.
- Type
(float)
- property cloud_ambient_occlusion_strength¶
[Read-Only] The strength of the ambient occlusion, higher value will block more light.
- Type
(float)
- property contrast¶
[Read-Only] Contrast S-curve applied to the computed AO. A value of 0 means no contrast increase, 1 is a significant contrast increase.
- Type
(float)
- property cubemap¶
[Read-Only] Cubemap to use for sky lighting if SourceType is set to SLS_SpecifiedCubemap.
- Type
- property cubemap_resolution¶
[Read-Only] Maximum resolution for the very top processed cubemap mip. Must be a power of 2.
- Type
(int32)
- property lower_hemisphere_color¶
[Read-Only] Lower Hemisphere Color
- Type
- property lower_hemisphere_is_black¶
[Read-Only] Whether all distant lighting from the lower hemisphere should be set to LowerHemisphereColor. Enabling this is accurate when lighting a scene on a planet where the ground blocks the sky, However disabling it can be useful to approximate skylight bounce lighting (eg Movable light).
- Type
(bool)
- property min_occlusion¶
[Read-Only] Controls the darkest that a fully occluded area can get. This tends to destroy contact shadows, use Contrast or OcclusionExponent instead.
- Type
(float)
- property occlusion_combine_mode¶
[Read-Only] Controls how occlusion from Distance Field Ambient Occlusion is combined with Screen Space Ambient Occlusion.
- Type
- property occlusion_exponent¶
[Read-Only] Exponent applied to the computed AO. Values lower than 1 brighten occlusion overall without losing contact shadows.
- Type
(float)
- property occlusion_max_distance¶
[Read-Only] Max distance that the occlusion of one point will affect another. Higher values increase the cost of Distance Field AO exponentially.
- Type
(float)
- property real_time_capture¶
[Read-Only] When enabled, the sky will be captured and convolved to achieve dynamic diffuse and specular environment lighting. SkyAtmosphere, VolumetricCloud Components as well as sky domes with Sky materials are taken into account.
- Type
(bool)
- recapture_sky() → None¶
Recaptures the scene for the skylight. This is useful for making sure the sky light is up to date after changing something in the world that it would capture. Warning: this is very costly and will definitely cause a hitch.
- set_brightness(new_intensity)¶
deprecated: ‘set_brightness’ was renamed to ‘set_intensity’.
- set_cubemap(new_cubemap) → None¶
Sets the cubemap used when SourceType is set to SpecifiedCubemap, and causes a skylight update on the next tick.
- Parameters
new_cubemap (TextureCube) –
- set_cubemap_blend(source_cubemap, destination_cubemap, blend_fraction) → None¶
Creates sky lighting from a blend between two cubemaps, which is only valid when SourceType is set to SpecifiedCubemap. This can be used to seamlessly transition sky lighting between different times of day. The caller should continue to update the blend until BlendFraction is 0 or 1 to reduce rendering cost. The caller is responsible for avoiding pops due to changing the source or destination.
- Parameters
source_cubemap (TextureCube) –
destination_cubemap (TextureCube) –
blend_fraction (float) –
- set_indirect_lighting_intensity(new_intensity) → None¶
Set Indirect Lighting Intensity
- Parameters
new_intensity (float) –
- set_light_color(new_light_color) → None¶
Set color of the light
- Parameters
new_light_color (LinearColor) –
- set_lower_hemisphere_color(lower_hemisphere_color) → None¶
Set Lower Hemisphere Color
- Parameters
lower_hemisphere_color (LinearColor) –
- set_occlusion_contrast(occlusion_contrast) → None¶
Set Occlusion Contrast
- Parameters
occlusion_contrast (float) –
- set_occlusion_exponent(occlusion_exponent) → None¶
Set Occlusion Exponent
- Parameters
occlusion_exponent (float) –
- set_volumetric_scattering_intensity(new_intensity) → None¶
Set Volumetric Scattering Intensity
- Parameters
new_intensity (float) –
- property sky_distance_threshold¶
[Read-Only] Distance from the sky light at which any geometry should be treated as part of the sky. This is also used by reflection captures, so update reflection captures to see the impact.
- Type
(float)
- property source_cubemap_angle¶
[Read-Only] Angle to rotate the source cubemap when SourceType is set to SLS_SpecifiedCubemap.
- Type
(float)
- property source_type¶
[Read-Only] Indicates where to get the light contribution from.
- Type