unreal.MultiPassDespill
¶
-
class
unreal.
MultiPassDespill
(outer=None, name='None')¶ Bases:
unreal.CompositingElementTransform
Multi Pass Despill
C++ Source:
Plugin: Composure
Module: Composure
File: CompositingElementTransforms.h
Editor Properties: (see get_editor_property/set_editor_property)
enabled
(bool): [Read-Write] Enabledintermediate
(bool): [Read-Write] Marks this pass for ‘internal use only’ - prevents it from being exposed to parent elements. When set, render target resources used by this element will be reused. For transforms, all ‘Intermediate’ passes are available to the next transform pass, and released after that.key_colors
(Array(LinearColor)): [Read-Write] Key Colorskeyer_material
(CompositingMaterial): [Read-Write] Keyer Materialpass_name
(Name): [Read-Write] Pass Name
-
property
key_colors
¶ [Read-Only] Key Colors
- Type
(Array(LinearColor))
-
property
keyer_material
¶ [Read-Only] Keyer Material
- Type