unreal.DisplayClusterConfigurationViewport_ColorGradingMiscSettings

class unreal.DisplayClusterConfigurationViewport_ColorGradingMiscSettings(override_blue_correction=False, override_expand_gamut=False, override_scene_color_tint=False, blue_correction=0.0, expand_gamut=0.0, scene_color_tint=[0.0, 0.0, 0.0, 0.0])

Bases: unreal.StructBase

Display Cluster Configuration Viewport Color Grading Misc Settings

C++ Source:

  • Plugin: nDisplay

  • Module: DisplayClusterConfiguration

  • File: DisplayClusterConfigurationTypes_Postprocess.h

Editor Properties: (see get_editor_property/set_editor_property)

  • blue_correction (float): [Read-Write] Blue Correction: Correct for artifacts with “electric” blues due to the ACEScg color space. Bright blue desaturates instead of going to violet.

  • expand_gamut (float): [Read-Write] Expand Gamut: Expand bright saturated colors outside the sRGB gamut to fake wide gamut rendering.

  • override_blue_correction (bool): [Read-Write] Override Blue Correction

  • override_expand_gamut (bool): [Read-Write] Override Expand Gamut

  • override_scene_color_tint (bool): [Read-Write] Override Scene Color Tint

  • scene_color_tint (LinearColor): [Read-Write] Scene Color Tint: Scene tint color

property blue_correction

[Read-Write] Blue Correction: Correct for artifacts with “electric” blues due to the ACEScg color space. Bright blue desaturates instead of going to violet.

Type

(float)

property expand_gamut

[Read-Write] Expand Gamut: Expand bright saturated colors outside the sRGB gamut to fake wide gamut rendering.

Type

(float)

property override_blue_correction

[Read-Write] Override Blue Correction

Type

(bool)

property override_expand_gamut

[Read-Write] Override Expand Gamut

Type

(bool)

property override_scene_color_tint

[Read-Write] Override Scene Color Tint

Type

(bool)

property scene_color_tint

[Read-Write] Scene Color Tint: Scene tint color

Type

(LinearColor)