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: 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.

  • 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:

(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 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).

Type:

(SubsurfaceImplementationTechniqueHint)

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)