unreal.MoviePipelineHighResSetting
¶
- class unreal.MoviePipelineHighResSetting(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
MoviePipelineSetting
Movie Pipeline High Res Setting
C++ Source:
Plugin: MovieRenderPipeline
Module: MovieRenderPipelineCore
File: MoviePipelineHighResSetting.h
Editor Properties: (see get_editor_property/set_editor_property)
allocate_history_per_tile
(bool): [Read-Write] * If true, allocate a unique history for each tile. This is needed to make some render features work, but should be disabled * when dealing with extremely large resolutions as you will spend all of your GPU memory on history buffers.burley_sample_count
(int32): [Read-Write] * How many samples should the Burley Sub Surface Scattering use?overlap_ratio
(float): [Read-Write] How much should each tile overlap each other (0-0.5). Decreasing the overlap will result in smaller individual tiles (which means faster renders) but increases the likelyhood of edge-of-screen artifacts showing up which will become visible in the final image as a “grid” of repeated problem areas.override_sub_surface_scattering
(bool): [Read-Write] Sub Surface Scattering relies on history which is not available when using tiling. This can be overriden to use more samples to improve the quality.texture_sharpness_bias
(float): [Read-Write] This bias encourages the engine to use a higher detail texture when it would normally use a lower detail texture due to the size of the texture on screen. A more negative number means overall sharper images (up to the detail resolution of your texture). Too much sharpness will cause visual grain/noise in the resulting image, but this can be mitigated with more spatial samples.tile_count
(int32): [Read-Write] How many tiles should the resulting movie render be broken into? A tile should be no larger than the maximum texture resolution supported by your graphics card (likely 16k), so NumTiles should be ceil(Width/MaxTextureSize). More tiles mean more individual passes over the whole scene at a smaller resolution which may help with gpu timeouts. Requires at least 1 tile. Tiling is applied evenly to both X and Y.
- property allocate_history_per_tile: bool¶
[Read-Write] * If true, allocate a unique history for each tile. This is needed to make some render features work, but should be disabled * when dealing with extremely large resolutions as you will spend all of your GPU memory on history buffers.
- Type:
(bool)
- property burley_sample_count: int¶
[Read-Write] * How many samples should the Burley Sub Surface Scattering use?
- Type:
(int32)
- property overlap_ratio: float¶
[Read-Write] How much should each tile overlap each other (0-0.5). Decreasing the overlap will result in smaller individual tiles (which means faster renders) but increases the likelyhood of edge-of-screen artifacts showing up which will become visible in the final image as a “grid” of repeated problem areas.
- Type:
(float)
- property override_sub_surface_scattering: bool¶
[Read-Write] Sub Surface Scattering relies on history which is not available when using tiling. This can be overriden to use more samples to improve the quality.
- Type:
(bool)
- property texture_sharpness_bias: float¶
[Read-Write] This bias encourages the engine to use a higher detail texture when it would normally use a lower detail texture due to the size of the texture on screen. A more negative number means overall sharper images (up to the detail resolution of your texture). Too much sharpness will cause visual grain/noise in the resulting image, but this can be mitigated with more spatial samples.
- Type:
(float)
- property tile_count: int¶
[Read-Write] How many tiles should the resulting movie render be broken into? A tile should be no larger than the maximum texture resolution supported by your graphics card (likely 16k), so NumTiles should be ceil(Width/MaxTextureSize). More tiles mean more individual passes over the whole scene at a smaller resolution which may help with gpu timeouts. Requires at least 1 tile. Tiling is applied evenly to both X and Y.
- Type:
(int32)