unreal.DisplayClusterConfigurationViewport_ColorGradingMiscSettings

class unreal.DisplayClusterConfigurationViewport_ColorGradingMiscSettings(override_blue_correction: bool = False, override_expand_gamut: bool = False, override_scene_color_tint: bool = False, blue_correction: float = 0.0, expand_gamut: float = 0.0, scene_color_tint: LinearColor = Ellipsis)

Bases: 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] 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 bright saturated colors outside the sRGB gamut to fake wide gamut rendering.

  • override_blue_correction (bool): [Read-Write]

  • override_expand_gamut (bool): [Read-Write]

  • override_scene_color_tint (bool): [Read-Write]

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

property blue_correction: float

[Read-Write] 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: float

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

Type:

(float)

property override_blue_correction: bool

[Read-Write]

Type:

(bool)

property override_expand_gamut: bool

[Read-Write]

Type:

(bool)

property override_scene_color_tint: bool

[Read-Write]

Type:

(bool)

property scene_color_tint: LinearColor

[Read-Write] Scene tint color

Type:

(LinearColor)