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, implementation: SubsurfaceImplementationTechniqueHint = 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:
StructBasestruct 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.implementation(SubsurfaceImplementationTechniqueHint): [Read-Write] This allows users to use mixed implementations for best quality and performance (e.g., High quality for skin with AFIS, and high performance on ice with Separable in the same scene).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:
- 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 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:
- property implementation: SubsurfaceImplementationTechniqueHint¶
[Read-Only] This allows users to use mixed implementations for best quality and performance (e.g., High quality for skin with AFIS, and high performance on ice with Separable in the same scene).
- 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:
- property mean_free_path_distance: float¶
[Read-Only] Subsurface mean free path distance in world/unreal units (cm)
- Type:
(float)
- property scatter_radius: float¶
[Read-Only] in world/unreal units (cm) deprecated: Property ‘ScatterRadius’ is deprecated.
- 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:
- property surface_albedo: LinearColor¶
[Read-Only] It should match The base color of the corresponding material as much as possible.
- Type:
- 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:
- property transmission_tint_color: LinearColor¶
[Read-Only] Transmission tint control. It is multiplied on the transmission results. Works only when Burley is enabled.
- Type: