Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

Difference between revisions of "UE2:FinalBlend (UT2004)"

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Applies final blending operations to a material. The main uses are enabling transparency for the result of {{cl|Combiner}}s and textures that have an alpha channel but don't use that, and to fix Z-ordering problems for {{cl|Emitter}} particles and {{cl|Shader}}s.
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==Properties==
 
==Properties==
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'''Type:''' [[byte]]
 
'''Type:''' [[byte]]
  
<!-- enter variable description -->
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The opacity value bound to use for masking when {{tl|AlphaTest}} is enabled.
  
 
====AlphaTest====
 
====AlphaTest====
 
'''Type:''' [[bool]]
 
'''Type:''' [[bool]]
  
<!-- enter variable description -->
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If enabled, masks off all parts of the material for which the alpha channel indicates an opacity smaller than {{tl|AlphaRef}}.
  
 
====FrameBufferBlending====
 
====FrameBufferBlending====
 
'''Type:''' {{tl|EFrameBufferBlending}}
 
'''Type:''' {{tl|EFrameBufferBlending}}
  
<!-- enter variable description -->
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The type of frame buffer blending to apply. See {{tl|EFrameBufferBlending}} enum below.
  
 
====TwoSided====
 
====TwoSided====
 
'''Type:''' [[bool]]
 
'''Type:''' [[bool]]
  
<!-- enter variable description -->
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Whether the backside of surfaces with this material should be rendered as well.
  
 
====ZTest====
 
====ZTest====
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'''Type:''' [[bool]]
 
'''Type:''' [[bool]]
  
<!-- enter variable description -->
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Whether to write to the [[wp:Z-buffer|Z-buffer]]. Setting this to false changes the way the material is sorted and might fix or cause problems in connection with {{cl|emitter}}s.
  
 
'''Default value:''' True
 
'''Default value:''' True
 
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<noinclude>
 
===Default values===
 
===Default values===
 
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{| class="list defaults"
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| 17
 
| 17
 
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</noinclude>
 
==Enums==
 
==Enums==
 
====EFrameBufferBlending====
 
====EFrameBufferBlending====
<!-- enter enum description -->
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Frame buffer blending types.
; FB_Overwrite : <!-- enter enum value description -->
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; FB_Overwrite : Renders the material completely opaque, completely ignoring the background colors.
 
; FB_Modulate : <!-- enter enum value description -->
 
; FB_Modulate : <!-- enter enum value description -->
; FB_AlphaBlend : <!-- enter enum value description -->
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; FB_AlphaBlend : Uses the alpha channel of the material to blend the background and material colors.
; FB_AlphaModulate_MightNotFogCorrectly : <!-- enter enum value description -->
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; FB_AlphaModulate_MightNotFogCorrectly : Adds the material colors to the material alpha-scaled background colors. It's a bit like FB_Translucent, but uses the alpha channel instead of the material colors to decide how much the background affects the result.
; FB_Translucent : <!-- enter enum value description -->
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; FB_Translucent : Adds the material colors to the (material) brightness-scaled background colors. Basically, the brighter the material is, the less the background affects the result.
; FB_Darken : <!-- enter enum value description -->
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; FB_Darken : Subtracts the material colors form the background colors.
; FB_Brighten : <!-- enter enum value description -->
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; FB_Brighten : Adds the alpha-scaled material colors to the original background colors.
; FB_Invisible : <!-- enter enum value description -->
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; FB_Invisible : Renders the material completely transparent.

Latest revision as of 15:33, 15 August 2009

UT2004 Object >> Material >> Modifier >> FinalBlend
Package: 
Engine
This class in other games:
UT2003, U2, U2XMP, UE2Runtime

Applies final blending operations to a material. The main uses are enabling transparency for the result of Combiners and textures that have an alpha channel but don't use that, and to fix Z-ordering problems for Emitter particles and Shaders.

Properties[edit]

Property group 'FinalBlend'[edit]

AlphaRef[edit]

Type: byte

The opacity value bound to use for masking when AlphaTest is enabled.

AlphaTest[edit]

Type: bool

If enabled, masks off all parts of the material for which the alpha channel indicates an opacity smaller than AlphaRef.

FrameBufferBlending[edit]

Type: EFrameBufferBlending

The type of frame buffer blending to apply. See EFrameBufferBlending enum below.

TwoSided[edit]

Type: bool

Whether the backside of surfaces with this material should be rendered as well.

ZTest[edit]

Type: bool


Default value: True

ZWrite[edit]

Type: bool

Whether to write to the Z-buffer. Setting this to false changes the way the material is sorted and might fix or cause problems in connection with emitters.

Default value: True

Default values[edit]

Property Value
MaterialType 17

Enums[edit]

EFrameBufferBlending[edit]

Frame buffer blending types.

FB_Overwrite 
Renders the material completely opaque, completely ignoring the background colors.
FB_Modulate 
FB_AlphaBlend 
Uses the alpha channel of the material to blend the background and material colors.
FB_AlphaModulate_MightNotFogCorrectly 
Adds the material colors to the material alpha-scaled background colors. It's a bit like FB_Translucent, but uses the alpha channel instead of the material colors to decide how much the background affects the result.
FB_Translucent 
Adds the material colors to the (material) brightness-scaled background colors. Basically, the brighter the material is, the less the background affects the result.
FB_Darken 
Subtracts the material colors form the background colors.
FB_Brighten 
Adds the alpha-scaled material colors to the original background colors.
FB_Invisible 
Renders the material completely transparent.