unreal.MoviePipelinePanoramicPass

class unreal.MoviePipelinePanoramicPass(outer=None, name='None')

Bases: unreal.MoviePipelineImagePassBase

Generates a panoramic image (potentially in stereo, stored top/bottom in the final sheet) in equirectangular projection space. Each render is a traditional 2D render and then they are blended together afterwards. For each horizontal step we render n many vertical steps. Each of these renders is called a ‘Pane’ to avoid confusion with the High Resolution ‘Tiles’ which only apply to 2D.

C++ Source:

  • Plugin: MoviePipelineMaskRenderPass

  • Module: MoviePipelineMaskRenderPass

  • File: MoviePipelinePanoramicPass.h

Editor Properties: (see get_editor_property/set_editor_property)

  • allocate_history_per_pane (bool): [Read-Write] Allocate History Per Pane: Should we store the render scene history per individual render? This can consume a great deal of memory with many renders, but enables TAA and other history-based effects (denoisers, etc.) to work.

  • horz_field_of_view (float): [Read-Write] Horz Field Of View: Advance used only. Allows you to override the Horizontal Field of View (if not zero). Can cause crashes or incomplete panoramas.

  • num_horizontal_steps (int32): [Read-Write] Num Horizontal Steps: How many different renders should the 360* horizontal view be broken into? Higher numbers are less distorted but longer to render.

  • num_vertical_steps (int32): [Read-Write] Num Vertical Steps: How many different renders should the 360* vertical view be broken into? Higher numbers are less distorted but longer to render. This is typically less than horizontal as the vertical poles of an image will always have distortion in equirectangular projections.

  • vert_field_of_view (float): [Read-Write] Vert Field Of View: Advance used only. Allows you to override the Vertical Field of View (if not zero). Can cause crashes or incomplete panoramas.

property allocate_history_per_pane

[Read-Write] Allocate History Per Pane: Should we store the render scene history per individual render? This can consume a great deal of memory with many renders, but enables TAA and other history-based effects (denoisers, etc.) to work.

Type

(bool)

property horz_field_of_view

[Read-Write] Horz Field Of View: Advance used only. Allows you to override the Horizontal Field of View (if not zero). Can cause crashes or incomplete panoramas.

Type

(float)

property num_horizontal_steps

[Read-Write] Num Horizontal Steps: How many different renders should the 360* horizontal view be broken into? Higher numbers are less distorted but longer to render.

Type

(int32)

property num_vertical_steps

[Read-Write] Num Vertical Steps: How many different renders should the 360* vertical view be broken into? Higher numbers are less distorted but longer to render. This is typically less than horizontal as the vertical poles of an image will always have distortion in equirectangular projections.

Type

(int32)

property vert_field_of_view

[Read-Write] Vert Field Of View: Advance used only. Allows you to override the Vertical Field of View (if not zero). Can cause crashes or incomplete panoramas.

Type

(float)