I'm a doctor, not a mechanic

UE3:Material (UDK)

From Unreal Wiki, The Unreal Engine Documentation Site

Jump to: navigation, search
UDK Object >> Surface >> MaterialInterface >> Material

Contents

Package: 
Engine
Known classes within Material:
MaterialExpressionAbs, MaterialExpressionAdd, MaterialExpressionAntialiasedTextureMask, MaterialExpressionAppendVector, MaterialExpressionBumpOffset, MaterialExpressionCameraVector, MaterialExpressionCameraWorldPosition, MaterialExpressionCeil, MaterialExpressionClamp, MaterialExpressionComment, MaterialExpressionComponentMask, MaterialExpressionCompound, MaterialExpressionConstant2Vector, MaterialExpressionConstant3Vector, MaterialExpressionConstant4Vector, MaterialExpressionConstantBiasScale, MaterialExpressionConstantClamp, MaterialExpressionConstant, MaterialExpressionCosine, MaterialExpressionCrossProduct, MaterialExpressionCustomTexture, MaterialExpressionCustom, MaterialExpressionDepthBiasBlend, MaterialExpressionDepthBiasedAlpha, MaterialExpressionDepthBiasedBlend, MaterialExpressionDeriveNormalZ, MaterialExpressionDesaturation, MaterialExpressionDestColor, MaterialExpressionDestDepth, MaterialExpressionDistance, MaterialExpressionDivide, MaterialExpressionDotProduct, MaterialExpressionDynamicParameter, MaterialExpressionFlipBookSample, MaterialExpressionFloor, MaterialExpressionFluidNormal, MaterialExpressionFmod, MaterialExpressionFoliageImpulseDirection, MaterialExpressionFoliageNormalizedRotationAxisAndAngle, MaterialExpressionFontSampleParameter, MaterialExpressionFontSample, MaterialExpressionFrac, MaterialExpressionFresnel, MaterialExpressionIf, MaterialExpressionLensFlareIntensity, MaterialExpressionLensFlareOcclusion, MaterialExpressionLensFlareRadialDistance, MaterialExpressionLensFlareRayDistance, MaterialExpressionLensFlareSourceDistance, MaterialExpressionLightVector, MaterialExpressionLightmapUVs, MaterialExpressionLightmassReplace, MaterialExpressionLinearInterpolate, MaterialExpressionMeshEmitterDynamicParameter, MaterialExpressionMeshEmitterVertexColor, MaterialExpressionMeshSubUVBlend, MaterialExpressionMeshSubUV, MaterialExpressionMultiply, MaterialExpressionNormalize, MaterialExpressionObjectOrientation, MaterialExpressionObjectRadius, MaterialExpressionObjectWorldPosition, MaterialExpressionOcclusionPercentage, MaterialExpressionOneMinus, MaterialExpressionPanner, MaterialExpressionParameter, MaterialExpressionParticleMacroUV, MaterialExpressionParticleSubUV, MaterialExpressionPerInstanceRandom, MaterialExpressionPixelDepth, MaterialExpressionPower, MaterialExpressionReflectionVector, MaterialExpressionRotateAboutAxis, MaterialExpressionRotator, MaterialExpressionScalarParameter, MaterialExpressionSceneDepth, MaterialExpressionSceneTexture, MaterialExpressionScreenPosition, MaterialExpressionSine, MaterialExpressionSphereMask, MaterialExpressionSquareRoot, MaterialExpressionStaticComponentMaskParameter, MaterialExpressionStaticSwitchParameter, MaterialExpressionSubtract, MaterialExpressionTextureCoordinate, MaterialExpressionTextureSampleParameter2D, MaterialExpressionTextureSampleParameterCube, MaterialExpressionTextureSampleParameterMeshSubUVBlend, MaterialExpressionTextureSampleParameterMeshSubUV, MaterialExpressionTextureSampleParameterMovie, MaterialExpressionTextureSampleParameterNormal, MaterialExpressionTextureSampleParameterSubUV, MaterialExpressionTextureSampleParameter, MaterialExpressionTextureSample, MaterialExpressionTime, MaterialExpressionTransformPosition, MaterialExpressionTransform, MaterialExpressionTwoSidedSign, MaterialExpressionVectorParameter, MaterialExpressionVertexColor, MaterialExpressionWindDirectionAndSpeed, MaterialExpressionWorldNormal, MaterialExpressionWorldPosition, MaterialExpression
Direct subclass:
DecalMaterial
This class in other games:
U2, U2XMP, UE2Runtime, UT2003, UT2004, UT3


[edit] Properties

See Material properties.

[edit] Enums

[edit] EBlendMode

Note: This is mirrored in Lightmass, be sure to update the blend mode structure and logic there if this changes.

BLEND_Opaque 
This type is good for solid Objects.
BLEND_Masked 
BLEND_Translucent 
This type is good for modeling glass material and everything like that.
BLEND_Additive 
This is add just COLOR information to our material( for example,can be used for modeling laser material)
BLEND_Modulate 
BLEND_SoftMasked 

[edit] EMaterialLightingModel

MLM_Phong 
MLM_NonDirectional 
MLM_Unlit 
MLM_SHPRT 
MLM_Custom 
MLM_Anisotropic 

[edit] Structs

[edit] ColorMaterialInput

Extends: MaterialInput

bool UseConstant 
Object.Color Constant 

[edit] MaterialInput

MaterialExpression Expression 
int Mask 
int MaskR 
int MaskG 
int MaskB 
int MaskA 
int GCC64_Padding 
Todo: 64: if the C++ didn't mismirror this structure (with ExpressionInput), we might not need this

[edit] ScalarMaterialInput

Extends: MaterialInput

bool UseConstant 
float Constant 

[edit] Vector2MaterialInput

Extends: MaterialInput

bool UseConstant 
float ConstantX 
float ConstantY 

[edit] VectorMaterialInput

Extends: MaterialInput

bool UseConstant 
Object.Vector Constant 
Personal tools