unreal.SubsurfaceProfileStruct
¶
- class unreal.SubsurfaceProfileStruct(surface_albedo: LinearColor = Ellipsis, mean_free_path_color: LinearColor = Ellipsis, mean_free_path_distance: float = 0.0, world_unit_scale: float = 0.0, enable_burley: bool = False, enable_mean_free_path: bool = False, tint: LinearColor = Ellipsis, boundary_color_bleed: LinearColor = Ellipsis, extinction_scale: float = 0.0, normal_scale: float = 0.0, scattering_distribution: float = 0.0, ior: float = 0.0, roughness0: float = 0.0, roughness1: float = 0.0, lobe_mix: float = 0.0, transmission_tint_color: LinearColor = Ellipsis)¶
Bases:
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] Enable Burley: Effective only when Burley subsurface scattering is enabled in cmd.enable_mean_free_path
(bool): [Read-Write] Enable Mean Free Path: Switch to use Mean Free Path, otherwise use diffuse mean free path.extinction_scale
(float): [Read-Write] Extinction Scalefalloff_color
(LinearColor): [Read-Write] Falloff Color: 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) deprecated: Property ‘FalloffColor’ is deprecated.ior
(float): [Read-Write] IORlobe_mix
(float): [Read-Write] Lobe Mixmean_free_path_color
(LinearColor): [Read-Write] Mean Free Path Color: 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] Mean Free Path Distance: 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] Scatter Radius: in world/unreal units (cm) deprecated: Property ‘ScatterRadius’ is deprecated.scattering_distribution
(float): [Read-Write] Scattering Distributionsubsurface_color
(LinearColor): [Read-Write] Subsurface Color: 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) deprecated: Property ‘SubsurfaceColor’ is deprecated.surface_albedo
(LinearColor): [Read-Write] Surface Albedo: It should match The base color of the corresponding material as much as possible.tint
(LinearColor): [Read-Write] Tint: 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. It introduces Non-PBR looks.transmission_tint_color
(LinearColor): [Read-Write] Transmission Tint Color: Transmission tint control. It is multiplied on the transmission results. Works only when Burley is enabled.world_unit_scale
(float): [Read-Write] World Unit Scale: Control the scale of world/unreal units (cm)
- property boundary_color_bleed: LinearColor¶
[Read-Only] Boundary Color Bleed
- Type:
- property enable_burley: bool¶
[Read-Only] Enable Burley: Effective only when Burley subsurface scattering is enabled in cmd.
- Type:
(bool)
- property enable_mean_free_path: bool¶
[Read-Only] Enable Mean Free Path: Switch to use Mean Free Path, otherwise use diffuse mean free path.
- Type:
(bool)
- property falloff_color: LinearColor¶
[Read-Only] Falloff Color: 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) deprecated: Property ‘FalloffColor’ is deprecated.
- Type:
- property mean_free_path_color: LinearColor¶
[Read-Only] Mean Free Path Color: 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: float¶
[Read-Only] Mean Free Path Distance: Subsurface mean free path distance in world/unreal units (cm)
- Type:
(float)
- property scatter_radius: float¶
[Read-Only] Scatter Radius: in world/unreal units (cm) deprecated: Property ‘ScatterRadius’ is deprecated.
- Type:
(float)
- property subsurface_color: LinearColor¶
[Read-Only] Subsurface Color: 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) deprecated: Property ‘SubsurfaceColor’ is deprecated.
- Type:
- property surface_albedo: LinearColor¶
[Read-Only] Surface Albedo: It should match The base color of the corresponding material as much as possible.
- Type:
- property tint: LinearColor¶
[Read-Only] Tint: 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. It introduces Non-PBR looks.
- Type:
- property transmission_tint_color: LinearColor¶
[Read-Only] Transmission Tint Color: Transmission tint control. It is multiplied on the transmission results. Works only when Burley is enabled.
- Type: