Worst-case scenario: the UEd Goblin wipes the map and burns down your house.

UE3:Material (UDK)

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


Properties[edit]

See Material properties.

Enums[edit]

EBlendMode[edit]

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 

EMaterialLightingModel[edit]

MLM_Phong 
MLM_NonDirectional 
MLM_Unlit 
MLM_SHPRT 
MLM_Custom 
MLM_Anisotropic 

Structs[edit]

ColorMaterialInput[edit]

Extends: MaterialInput

bool UseConstant 
Object.Color Constant 

MaterialInput[edit]

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

ScalarMaterialInput[edit]

Extends: MaterialInput

bool UseConstant 
float Constant 

Vector2MaterialInput[edit]

Extends: MaterialInput

bool UseConstant 
float ConstantX 
float ConstantY 

VectorMaterialInput[edit]

Extends: MaterialInput

bool UseConstant 
Object.Vector Constant