unreal.MovieGraphPathTracerRenderPassNode

class unreal.MovieGraphPathTracerRenderPassNode(outer: Object | None = None, name: Name | str = 'None')

Bases: MovieGraphImagePassBaseNode

A render node which uses the path tracer.

C++ Source:

  • Plugin: MovieRenderPipeline

  • Module: MovieRenderPipelineRenderPasses

  • File: MovieGraphPathTracerPassNode.h

Editor Properties: (see get_editor_property/set_editor_property)

  • additional_post_process_materials (Array[MoviePipelinePostProcessPass]): [Read-Write] An array of additional post-processing materials to run after the frame is rendered. Using this feature may add a notable amount of render time.

  • allow_ocio (bool): [Read-Write] Allow the output file OpenColorIO transform to be used on this render.

  • denoiser (bool): [Read-Write] If true the resulting image will be denoised at the end of each set of Spatial Samples.

  • disable_tone_curve (bool): [Read-Write] If true, the tone curve will be disabled for this render pass. This will result in values greater than 1.0 in final renders and can optionally be combined with OCIO profiles on the file output nodes to convert from Linear Values in Working Color Space (which is sRGB (Rec. 709) by default, unless changed in the project settings).

  • dynamic_properties (InstancedPropertyBag): [Read-Write] Properties which can be dynamically declared on the node (vs. native properties which are always present).

  • override_additional_post_process_materials (bool): [Read-Write]

  • override_b_allow_ocio (bool): [Read-Write]

  • override_b_denoiser (bool): [Read-Write]

  • override_b_disable_tone_curve (bool): [Read-Write]

  • override_b_write_all_samples (bool): [Read-Write]

  • override_show_flags (bool): [Read-Write] Note: Since individual show flags are overridden instead of the entire ShowFlags property, manually set to overridden so the traversal picks the changes up (otherwise they will be ignored).

  • override_spatial_sample_count (bool): [Read-Write]

  • show_flags (MovieGraphShowFlags): [Read-Only] The show flags that should be active during a render for this node.

  • spatial_sample_count (int32): [Read-Write] How many sub-pixel jitter renders should we do per temporal sample? This can be used to achieve high sample counts without Temporal Sub-Sampling (allowing high sample counts without motion blur being enabled), but we generally recommend using Temporal Sub-Samples when possible. It can also be combined with temporal samples and you will get SpatialSampleCount many renders per temporal sample.

property additional_post_process_materials: None

[Read-Write] An array of additional post-processing materials to run after the frame is rendered. Using this feature may add a notable amount of render time.

Type:

(Array[MoviePipelinePostProcessPass])

property allow_ocio: bool

[Read-Write] Allow the output file OpenColorIO transform to be used on this render.

Type:

(bool)

property denoiser: bool

[Read-Write] If true the resulting image will be denoised at the end of each set of Spatial Samples.

Type:

(bool)

property disable_tone_curve: bool

[Read-Write] If true, the tone curve will be disabled for this render pass. This will result in values greater than 1.0 in final renders and can optionally be combined with OCIO profiles on the file output nodes to convert from Linear Values in Working Color Space (which is sRGB (Rec. 709) by default, unless changed in the project settings).

Type:

(bool)

property override_additional_post_process_materials: bool

[Read-Write]

Type:

(bool)

property override_b_allow_ocio: bool

[Read-Write]

Type:

(bool)

property override_b_denoiser: bool

[Read-Write]

Type:

(bool)

property override_b_disable_tone_curve: bool

[Read-Write]

Type:

(bool)

property override_b_write_all_samples: bool

[Read-Write]

Type:

(bool)

property override_spatial_sample_count: bool

[Read-Write]

Type:

(bool)

property spatial_sample_count: int

[Read-Write] How many sub-pixel jitter renders should we do per temporal sample? This can be used to achieve high sample counts without Temporal Sub-Sampling (allowing high sample counts without motion blur being enabled), but we generally recommend using Temporal Sub-Samples when possible. It can also be combined with temporal samples and you will get SpatialSampleCount many renders per temporal sample.

Type:

(int32)