My program doesn't have bugs. It just develops random features.
Difference between revisions of "UE3:Material (UDK)"
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==Enums== | ==Enums== | ||
====EBlendMode==== | ====EBlendMode==== | ||
− | + | Note: This is mirrored in Lightmass, be sure to update the blend mode structure and logic there if this changes. | |
− | ; BLEND_Opaque : | + | ; BLEND_Opaque : This type is good for solid Objects. |
; BLEND_Masked : <!-- enter enum value description --> | ; BLEND_Masked : <!-- enter enum value description --> | ||
− | ; BLEND_Translucent : | + | ; BLEND_Translucent : This type is good for modeling glass material and everything like that. |
− | ; BLEND_Additive : | + | ; BLEND_Additive : This is add just COLOR information to our material( for example,can be used for modeling laser material) |
; BLEND_Modulate : <!-- enter enum value description --> | ; BLEND_Modulate : <!-- enter enum value description --> | ||
+ | ; BLEND_SoftMasked : <!-- enter enum value description --> | ||
====EMaterialLightingModel==== | ====EMaterialLightingModel==== | ||
Line 68: | Line 69: | ||
; [[bool]] UseConstant : <!-- enter variable description --> | ; [[bool]] UseConstant : <!-- enter variable description --> | ||
; {{tl|Vector|Object|structs}} Constant : <!-- enter variable description --> | ; {{tl|Vector|Object|structs}} Constant : <!-- enter variable description --> | ||
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Latest revision as of 00:07, 24 April 2011
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, UE2Runtime, UT2003, UT2004, U2XMP, UT3
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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
Vector2MaterialInput[edit]
Extends: MaterialInput
VectorMaterialInput[edit]
Extends: MaterialInput
- bool UseConstant
- Object.Vector Constant