unreal.NiagaraLightRendererProperties
¶
- class unreal.NiagaraLightRendererProperties(outer=None, name='None')¶
Bases:
unreal.NiagaraRendererProperties
Niagara Light Renderer Properties
C++ Source:
Plugin: Niagara
Module: Niagara
File: NiagaraLightRendererProperties.h
Editor Properties: (see get_editor_property/set_editor_property)
affects_translucency
(bool): [Read-Write] Affects Translucency: Whether lights from this renderer should affect translucency. Use with caution - if enabled, create only a few particle lights at most, and the smaller they are, the less they will cost.allow_in_cull_proxies
(bool): [Read-Write] Allow in Cull Proxiesalpha_scales_brightness
(bool): [Read-Write] Alpha Scales Brightness: When checked, will treat the alpha value of the particle’s color as a multiplier of the light’s brightness.color_add
(Vector): [Read-Write] Color Add: A static color shift applied to each rendered lightcolor_binding
(NiagaraVariableAttributeBinding): [Read-Write] Color Binding: Which attribute should we use for light color when generating lights?default_exponent
(float): [Read-Write] Default Exponent: The exponent to use for all lights if no exponent binding was foundlight_exponent_binding
(NiagaraVariableAttributeBinding): [Read-Write] Light Exponent Binding: Which attribute should we use for the light’s exponent when inverse squared falloff is disabled?light_rendering_enabled_binding
(NiagaraVariableAttributeBinding): [Read-Write] Light Rendering Enabled Binding: Which attribute should we use to check if light rendering should be enabled for a particle? This can be used to control the spawn-rate on a per-particle basis.motion_vector_setting
(NiagaraRendererMotionVectorSetting): [Read-Write] Motion Vector Setting: Hint about how to generate motion (velocity) vectors for this renderer.platforms
(NiagaraPlatformSet): [Read-Write] Platforms: Platforms on which this renderer is enabled.position_binding
(NiagaraVariableAttributeBinding): [Read-Write] Position Binding: Which attribute should we use for position when generating lights?radius_binding
(NiagaraVariableAttributeBinding): [Read-Write] Radius Binding: Which attribute should we use for light radius when generating lights?radius_scale
(float): [Read-Write] Radius Scale: A factor used to scale each particle light radiusrenderer_enabled_binding
(NiagaraVariableAttributeBinding): [Read-Write] Renderer Enabled Binding: Optional bool binding to dynamically enable / disable the renderer.renderer_visibility
(int32): [Read-Write] Renderer Visibility: If a render visibility tag is present, particles whose tag matches this value will be visible in this renderer.renderer_visibility_tag_binding
(NiagaraVariableAttributeBinding): [Read-Write] Renderer Visibility Tag Binding: Which attribute should we use for the renderer visibility tag?sort_order_hint
(int32): [Read-Write] Sort Order Hint: By default, emitters are drawn in the order that they are added to the system. This value will allow you to control the order in a more fine-grained manner.Materials of the same type (i.e. Transparent) will draw in order from lowest to highest within the system. The default value is 0.
use_inverse_squared_falloff
(bool): [Read-Write] Use Inverse Squared Falloff: Whether to use physically based inverse squared falloff from the light. If unchecked, the value from the LightExponent binding will be used instead.volumetric_scattering_binding
(NiagaraVariableAttributeBinding): [Read-Write] Volumetric Scattering Binding: Which attribute should we use for the intensity of the volumetric scattering from this light? This scales the light’s intensity and color.