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]

  • enable_burley (bool): [Read-Write] Effective only when Burley subsurface scattering is enabled in cmd.

  • enable_mean_free_path (bool): [Read-Write] Switch to use Mean Free Path, otherwise use diffuse mean free path.

  • extinction_scale (float): [Read-Write]

  • falloff_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) deprecated: Property ‘FalloffColor’ is deprecated.

  • ior (float): [Read-Write]

  • lobe_mix (float): [Read-Write]

  • mean_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]

  • roughness0 (float): [Read-Write]

  • roughness1 (float): [Read-Write]

  • scatter_radius (float): [Read-Write] in world/unreal units (cm) deprecated: Property ‘ScatterRadius’ is deprecated.

  • scattering_distribution (float): [Read-Write]

  • subsurface_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) deprecated: Property ‘SubsurfaceColor’ is deprecated.

  • surface_albedo (LinearColor): [Read-Write] It should match The base color of the corresponding material as much as possible.

  • tint (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. It introduces Non-PBR looks.

  • 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: LinearColor

[Read-Only]

Type:

(LinearColor)

property enable_burley: bool

[Read-Only] Effective only when Burley subsurface scattering is enabled in cmd.

Type:

(bool)

property enable_mean_free_path: bool

[Read-Only] Switch to use Mean Free Path, otherwise use diffuse mean free path.

Type:

(bool)

property extinction_scale: float

[Read-Only]

Type:

(float)

property falloff_color: LinearColor

[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) deprecated: Property ‘FalloffColor’ is deprecated.

Type:

(LinearColor)

property ior: float

[Read-Only]

Type:

(float)

property lobe_mix: float

[Read-Only]

Type:

(float)

property mean_free_path_color: LinearColor

[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:

(LinearColor)

property mean_free_path_distance: float

[Read-Only] Subsurface mean free path distance in world/unreal units (cm)

Type:

(float)

property normal_scale: float

[Read-Only]

Type:

(float)

property roughness0: float

[Read-Only]

Type:

(float)

property roughness1: float

[Read-Only]

Type:

(float)

property scatter_radius: float

[Read-Only] in world/unreal units (cm) deprecated: Property ‘ScatterRadius’ is deprecated.

Type:

(float)

property scattering_distribution: float

[Read-Only]

Type:

(float)

property subsurface_color: LinearColor

[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) deprecated: Property ‘SubsurfaceColor’ is deprecated.

Type:

(LinearColor)

property surface_albedo: LinearColor

[Read-Only] It should match The base color of the corresponding material as much as possible.

Type:

(LinearColor)

property tint: LinearColor

[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. It introduces Non-PBR looks.

Type:

(LinearColor)

property transmission_tint_color: LinearColor

[Read-Only] Transmission tint control. It is multiplied on the transmission results. Works only when Burley is enabled.

Type:

(LinearColor)

property world_unit_scale: float

[Read-Only] Control the scale of world/unreal units (cm)

Type:

(float)