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| Name | UMaterialExpressionNoise |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Materials/MaterialExpressionNoise.h |
| Include Path | #include "Materials/MaterialExpressionNoise.h" |
Syntax
UCLASS (MinimalAPI)
class UMaterialExpressionNoise : public UMaterialExpression
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UMaterialExpression → UMaterialExpressionNoise
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UMaterialExpressionNoise
(
const FObjectInitializer& ObjectInitializer |
Materials/MaterialExpressionNoise.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bTiling | uint32 | Whether to use tiling noise pattern, useful for baking to seam-free repeating textures | Materials/MaterialExpressionNoise.h |
|
| bTurbulence | uint32 | How multiple frequencies are getting combined | Materials/MaterialExpressionNoise.h |
|
| FilterWidth | FExpressionInput | Scalar, to clamp the Levels at pixel level, can be computed like this: max(length(ddx(Position)), length(ddy(Position)) | Materials/MaterialExpressionNoise.h | |
| Levels | int32 | 1 = fast but little detail, .. larger numbers cost more performance | Materials/MaterialExpressionNoise.h |
|
| LevelScale | float | Usually 2 but higher values allow efficient use of few levels | Materials/MaterialExpressionNoise.h |
|
| NoiseFunction | TEnumAsByte< enum ENoiseFunction > | Noise function, affects performance and look | Materials/MaterialExpressionNoise.h |
|
| OutputMax | float | Materials/MaterialExpressionNoise.h |
|
|
| OutputMin | float | Materials/MaterialExpressionNoise.h |
|
|
| Position | FExpressionInput | 3 dimensional vector | Materials/MaterialExpressionNoise.h | |
| Quality | int32 | Lower numbers are faster and lower quality, higher numbers are slower and higher quality | Materials/MaterialExpressionNoise.h |
|
| RepeatSize | uint32 | How many units in each tile (if Tiling is on) | Materials/MaterialExpressionNoise.h |
|
| Scale | float | Can also be done with a multiply on the Position | Materials/MaterialExpressionNoise.h |
|
| WorldPositionOriginType | EPositionOrigin | Defines the reference space for the Position input. | Materials/MaterialExpressionNoise.h |
|
Functions
Public
Overridden from UMaterialExpression
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Build
(
MIR::FEmitter& Emitter |
Builds this expression's material IR. | Materials/MaterialExpressionNoise.h | |
virtual int32 Compile
(
FMaterialCompiler* Compiler, |
Create the new shader code chunk needed for the Abs expression | Materials/MaterialExpressionNoise.h | |
| Returns the text to display on the material expression (in the material editor). | Materials/MaterialExpressionNoise.h | ||
virtual FName GetInputName
(
int32 InputIndex |
Materials/MaterialExpressionNoise.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanEditChange
(
const FProperty* InProperty |
Materials/MaterialExpressionNoise.h | ||
virtual void PostEditChangeProperty
(
FPropertyChangedEvent& PropertyChangedEvent |
Materials/MaterialExpressionNoise.h |