unreal.SubsurfaceProfileStruct
¶
- class unreal.SubsurfaceProfileStruct(surface_albedo=[0.91058, 0.338275, 0.2718, 1.0], mean_free_path_color=[1.0, 0.088964, 0.072095, 1.0], mean_free_path_distance=2.6748, world_unit_scale=0.1, enable_burley=False, scatter_radius=1.2, subsurface_color=[0.48, 0.41, 0.28, 1.0], falloff_color=[1.0, 0.37, 0.3, 1.0], boundary_color_bleed=[1.0, 1.0, 1.0, 1.0], extinction_scale=1.0, normal_scale=0.08, scattering_distribution=0.93, ior=1.55, roughness0=0.75, roughness1=1.3, lobe_mix=0.85, transmission_tint_color=[1.0, 1.0, 1.0, 1.0])¶
Bases:
unreal.StructBase
struct with all the settings we want in USubsurfaceProfile, separate to make it easer to pass this data around in the engine.
C++ Source:
Module: Engine
File: SubsurfaceProfile.h
Editor Properties: (see get_editor_property/set_editor_property)
boundary_color_bleed
(LinearColor): [Read-Write] Boundary Color Bleedenable_burley
(bool): [Read-Write] Effective only when Burley subsurface scattering is enabled in cmd.extinction_scale
(float): [Read-Write] Extinction Scalefalloff_color
(LinearColor): [Read-Write] defines the per-channel falloff of the gradients produced by the subsurface scattering events, can be used to fine tune the color of the gradients (called “falloff” in SeparableSSS, default there: 1, 0.37, 0.3)ior
(float): [Read-Write] IORlobe_mix
(float): [Read-Write] Lobe Mixmean_free_path_color
(LinearColor): [Read-Write] Controls how far light goes into the subsurface in the Red, Green and Blue channel. It is scaled by Mean Free path distance.mean_free_path_distance
(float): [Read-Write] Subsurface mean free path distance in world/unreal units (cm)normal_scale
(float): [Read-Write] Normal Scaleroughness0
(float): [Read-Write] Roughness 0roughness1
(float): [Read-Write] Roughness 1scatter_radius
(float): [Read-Write] in world/unreal units (cm)scattering_distribution
(float): [Read-Write] Scattering Distributionsubsurface_color
(LinearColor): [Read-Write] Specifies the how much of the diffuse light gets into the material, can be seen as a per-channel mix factor between the original image, and the SSS-filtered image (called “strength” in SeparableSSS, default there: 0.48, 0.41, 0.28)surface_albedo
(LinearColor): [Read-Write] It should match The base color of the corresponding material as much as possible.transmission_tint_color
(LinearColor): [Read-Write] Transmission tint control. It is multiplied on the transmission results. Works only when Burley is enabled.world_unit_scale
(float): [Read-Write] Control the scale of world/unreal units (cm)
- property boundary_color_bleed¶
[Read-Only] Boundary Color Bleed
- Type
- property enable_burley¶
[Read-Only] Effective only when Burley subsurface scattering is enabled in cmd.
- Type
(bool)
- property falloff_color¶
[Read-Only] defines the per-channel falloff of the gradients produced by the subsurface scattering events, can be used to fine tune the color of the gradients (called “falloff” in SeparableSSS, default there: 1, 0.37, 0.3)
- Type
- property mean_free_path_color¶
[Read-Only] Controls how far light goes into the subsurface in the Red, Green and Blue channel. It is scaled by Mean Free path distance.
- Type
- property mean_free_path_distance¶
[Read-Only] Subsurface mean free path distance in world/unreal units (cm)
- Type
(float)
- property subsurface_color¶
[Read-Only] Specifies the how much of the diffuse light gets into the material, can be seen as a per-channel mix factor between the original image, and the SSS-filtered image (called “strength” in SeparableSSS, default there: 0.48, 0.41, 0.28)
- Type
- property surface_albedo¶
[Read-Only] It should match The base color of the corresponding material as much as possible.
- Type
- property transmission_tint_color¶
[Read-Only] Transmission tint control. It is multiplied on the transmission results. Works only when Burley is enabled.
- Type