unreal.CompositingTonemapPass

class unreal.CompositingTonemapPass(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: CompositingElementTransform

Compositing Tonemap Pass

C++ Source:

  • Plugin: Composure

  • Module: Composure

  • File: CompositingElementTransforms.h

Editor Properties: (see get_editor_property/set_editor_property)

  • chromatic_aberration (float): [Read-Write] Chromatic Aberration: in percent, Scene chromatic aberration / color fringe (camera imperfection) to simulate an artifact that happens in real-world lens, mostly visible in the image corners.

  • color_grading_settings (ColorGradingSettings): [Read-Write] Color Grading Settings: Color grading settings.

  • enabled (bool): [Read-Write] Enabled

  • film_stock_settings (FilmStockSettings): [Read-Write] Film Stock Settings: Film stock settings.

  • intermediate (bool): [Read-Write] Intermediate: 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.

  • pass_name (Name): [Read-Write] Pass Name

property chromatic_aberration: float

[Read-Write] Chromatic Aberration: in percent, Scene chromatic aberration / color fringe (camera imperfection) to simulate an artifact that happens in real-world lens, mostly visible in the image corners.

Type:

(float)

property color_grading_settings: ColorGradingSettings

[Read-Write] Color Grading Settings: Color grading settings.

Type:

(ColorGradingSettings)

property film_stock_settings: FilmStockSettings

[Read-Write] Film Stock Settings: Film stock settings.

Type:

(FilmStockSettings)