unreal.LightPropagationVolumeSettings

class unreal.LightPropagationVolumeSettings(override_lpv_intensity=False, override_lpv_directional_occlusion_intensity=False, override_lpv_directional_occlusion_radius=False, override_lpv_diffuse_occlusion_exponent=False, override_lpv_specular_occlusion_exponent=False, override_lpv_diffuse_occlusion_intensity=False, override_lpv_specular_occlusion_intensity=False, override_lpv_size=False, override_lpv_secondary_occlusion_intensity=False, override_lpv_secondary_bounce_intensity=False, override_lpv_geometry_volume_bias=False, override_lpv_vpl_injection_bias=False, override_lpv_emissive_injection_intensity=False, lpv_intensity=1.0, lpv_vpl_injection_bias=0.64, lpv_size=5312.0, lpv_secondary_occlusion_intensity=0.0, lpv_secondary_bounce_intensity=0.0, lpv_geometry_volume_bias=0.384, lpv_emissive_injection_intensity=1.0, lpv_directional_occlusion_intensity=0.0, lpv_directional_occlusion_radius=8.0, lpv_diffuse_occlusion_exponent=1.0, lpv_specular_occlusion_exponent=7.0, lpv_diffuse_occlusion_intensity=1.0, lpv_specular_occlusion_intensity=1.0, lpv_fade_range=0.0, lpv_directional_occlusion_fade_range=0.0)

Bases: unreal.StructBase

Light Propagation Volume Settings

C++ Source:

  • Module: Renderer
  • File: LightPropagationVolumeSettings.h

Editor Properties: (see get_editor_property/set_editor_property)

  • lpv_diffuse_occlusion_exponent (float): [Read-Write] Diffuse occlusion exponent - increase for more contrast. 1 to 2 is recommended
  • lpv_diffuse_occlusion_intensity (float): [Read-Write] Diffuse occlusion intensity - higher values provide increased diffuse occlusion.
  • lpv_directional_occlusion_fade_range (float): [Read-Write] LPV Directional Occlusion Fade range - increase to fade more gradually towards the LPV edges.
  • lpv_directional_occlusion_intensity (float): [Read-Write] Controls the amount of directional occlusion. Requires LPV. Values very close to 1.0 are recommended
  • lpv_directional_occlusion_radius (float): [Read-Write] Occlusion Radius - 16 is recommended for most scenes
  • lpv_emissive_injection_intensity (float): [Read-Write] LPVEmissive Injection Intensity
  • lpv_fade_range (float): [Read-Write] LPV Fade range - increase to fade more gradually towards the LPV edges.
  • lpv_geometry_volume_bias (float): [Read-Write] Bias applied to the geometry volume in cell units. Increase to reduce darkening due to secondary occlusion
  • lpv_intensity (float): [Read-Write] How strong the dynamic GI from the LPV should be. 0.0 is off, 1.0 is the “normal” value, but higher values can be used to boost the effect
  • lpv_secondary_bounce_intensity (float): [Read-Write] Secondary bounce light strength (bounce light shadows). Set to 0 to disable
  • lpv_secondary_occlusion_intensity (float): [Read-Write] Secondary occlusion strength (bounce light shadows). Set to 0 to disable
  • lpv_size (float): [Read-Write] The size of the LPV volume, in Unreal units
  • lpv_specular_occlusion_exponent (float): [Read-Write] Specular occlusion exponent - increase for more contrast. 6 to 9 is recommended
  • lpv_specular_occlusion_intensity (float): [Read-Write] Specular occlusion intensity - higher values provide increased specular occlusion.
  • lpv_vpl_injection_bias (float): [Read-Write] Bias applied to light injected into the LPV in cell units. Increase to reduce bleeding through thin walls
  • override_lpv_diffuse_occlusion_exponent (bool): [Read-Write] Override LPVDiffuse Occlusion Exponent
  • override_lpv_diffuse_occlusion_intensity (bool): [Read-Write] Override LPVDiffuse Occlusion Intensity
  • override_lpv_directional_occlusion_intensity (bool): [Read-Write] Override LPVDirectional Occlusion Intensity
  • override_lpv_directional_occlusion_radius (bool): [Read-Write] Override LPVDirectional Occlusion Radius
  • override_lpv_emissive_injection_intensity (bool): [Read-Write] Override LPVEmissive Injection Intensity
  • override_lpv_geometry_volume_bias (bool): [Read-Write] Override LPVGeometry Volume Bias
  • override_lpv_intensity (bool): [Read-Write] Override LPVIntensity
  • override_lpv_secondary_bounce_intensity (bool): [Read-Write] Override LPVSecondary Bounce Intensity
  • override_lpv_secondary_occlusion_intensity (bool): [Read-Write] Override LPVSecondary Occlusion Intensity
  • override_lpv_size (bool): [Read-Write] Override LPVSize
  • override_lpv_specular_occlusion_exponent (bool): [Read-Write] Override LPVSpecular Occlusion Exponent
  • override_lpv_specular_occlusion_intensity (bool): [Read-Write] Override LPVSpecular Occlusion Intensity
  • override_lpv_vpl_injection_bias (bool): [Read-Write] Override LPVVpl Injection Bias
lpv_diffuse_occlusion_exponent

(float) – [Read-Write] Diffuse occlusion exponent - increase for more contrast. 1 to 2 is recommended

lpv_diffuse_occlusion_intensity

(float) – [Read-Write] Diffuse occlusion intensity - higher values provide increased diffuse occlusion.

lpv_directional_occlusion_fade_range

(float) – [Read-Write] LPV Directional Occlusion Fade range - increase to fade more gradually towards the LPV edges.

lpv_directional_occlusion_intensity

(float) – [Read-Write] Controls the amount of directional occlusion. Requires LPV. Values very close to 1.0 are recommended

lpv_directional_occlusion_radius

(float) – [Read-Write] Occlusion Radius - 16 is recommended for most scenes

lpv_emissive_injection_intensity

(float) – [Read-Write] LPVEmissive Injection Intensity

lpv_fade_range

(float) – [Read-Write] LPV Fade range - increase to fade more gradually towards the LPV edges.

lpv_geometry_volume_bias

(float) – [Read-Write] Bias applied to the geometry volume in cell units. Increase to reduce darkening due to secondary occlusion

lpv_intensity

(float) – [Read-Write] How strong the dynamic GI from the LPV should be. 0.0 is off, 1.0 is the “normal” value, but higher values can be used to boost the effect

lpv_secondary_bounce_intensity

(float) – [Read-Write] Secondary bounce light strength (bounce light shadows). Set to 0 to disable

lpv_secondary_occlusion_intensity

(float) – [Read-Write] Secondary occlusion strength (bounce light shadows). Set to 0 to disable

lpv_size

(float) – [Read-Write] The size of the LPV volume, in Unreal units

lpv_specular_occlusion_exponent

(float) – [Read-Write] Specular occlusion exponent - increase for more contrast. 6 to 9 is recommended

lpv_specular_occlusion_intensity

(float) – [Read-Write] Specular occlusion intensity - higher values provide increased specular occlusion.

lpv_vpl_injection_bias

(float) – [Read-Write] Bias applied to light injected into the LPV in cell units. Increase to reduce bleeding through thin walls

override_lpv_diffuse_occlusion_exponent

(bool) – [Read-Write] Override LPVDiffuse Occlusion Exponent

override_lpv_diffuse_occlusion_intensity

(bool) – [Read-Write] Override LPVDiffuse Occlusion Intensity

override_lpv_directional_occlusion_intensity

(bool) – [Read-Write] Override LPVDirectional Occlusion Intensity

override_lpv_directional_occlusion_radius

(bool) – [Read-Write] Override LPVDirectional Occlusion Radius

override_lpv_emissive_injection_intensity

(bool) – [Read-Write] Override LPVEmissive Injection Intensity

override_lpv_geometry_volume_bias

(bool) – [Read-Write] Override LPVGeometry Volume Bias

override_lpv_intensity

(bool) – [Read-Write] Override LPVIntensity

override_lpv_secondary_bounce_intensity

(bool) – [Read-Write] Override LPVSecondary Bounce Intensity

override_lpv_secondary_occlusion_intensity

(bool) – [Read-Write] Override LPVSecondary Occlusion Intensity

override_lpv_size

(bool) – [Read-Write] Override LPVSize

override_lpv_specular_occlusion_exponent

(bool) – [Read-Write] Override LPVSpecular Occlusion Exponent

override_lpv_specular_occlusion_intensity

(bool) – [Read-Write] Override LPVSpecular Occlusion Intensity

override_lpv_vpl_injection_bias

(bool) – [Read-Write] Override LPVVpl Injection Bias