My program doesn't have bugs. It just develops random features.

Difference between revisions of "UE3:Material (UDK)"

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(EBlendMode)
 
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==Enums==
 
==Enums==
 
====EBlendMode====
 
====EBlendMode====
<!-- enter enum description -->
+
Note: This is mirrored in Lightmass, be sure to update the blend mode structure and logic there if this changes.
; BLEND_Opaque : <!-- enter enum value description -->
+
; BLEND_Opaque : This type is good for solid Objects.
 
; BLEND_Masked : <!-- enter enum value description -->
 
; BLEND_Masked : <!-- enter enum value description -->
; BLEND_Translucent : <!-- enter enum value description -->
+
; BLEND_Translucent : This type is good for modeling glass material and everything like that.
; BLEND_Additive : <!-- enter enum value description -->
+
; 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 -->
 
==Instance functions==
 
====GetTextures====
 
{{code|function [[array]]<{{cl|Texture}}>&nbsp;'''GetTextures''' ()}}
 
 
returns the Referneced Textures so one may set flats on them  (e.g. bForceMiplevelsToBeResident ) *
 

Latest revision as of 00:07, 24 April 2011

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, UE2Runtime, UT2003, UT2004, U2XMP, 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