unreal.ComposureUVMapSettings
¶
- class unreal.ComposureUVMapSettings(pre_uv_displacement_matrix=[[0.0, 1.0, 0.0, 0.0], [0.0, 0.0, 1.0, 0.0], [0.0, 0.0, 0.0, 1.0], [1.0, 0.0, 0.0, 0.0]], post_uv_displacement_matrix=[[0.0, 1.0, 0.0, 0.0], [0.0, 0.0, 1.0, 0.0], [0.0, 0.0, 0.0, 1.0], [1.0, 0.0, 0.0, 0.0]], displacement_decode_parameters=[1.0, 0.0], displacement_texture=None, use_displacement_blue_and_alpha_channels=False)¶
Bases:
unreal.StructBase
Composure UVMap Settings
C++ Source:
Plugin: Composure
Module: Composure
File: ComposureUVMap.h
Editor Properties: (see get_editor_property/set_editor_property)
displacement_decode_parameters
(Vector2D): [Read-Write] Decoding parameters for DisplacementTexture. DeltaUV = ((RedChannel, GreenChannel) - Y) * X.displacement_texture
(Texture): [Read-Write] Displacement texture to use.post_uv_displacement_matrix
(Matrix): [Read-Write] UV Matrix to apply after displacing UV using DisplacementTexture.pre_uv_displacement_matrix
(Matrix): [Read-Write] UV Matrix to apply before sampling DisplacementTexture.use_displacement_blue_and_alpha_channels
(bool): [Read-Write] Whether to use blue and alpha channel instead of red and green channel in computation of DeltaUV.
- property displacement_decode_parameters¶
[Read-Write] Decoding parameters for DisplacementTexture. DeltaUV = ((RedChannel, GreenChannel) - Y) * X.
- Type
(Vector2D)
- property post_uv_displacement_matrix¶
[Read-Write] UV Matrix to apply after displacing UV using DisplacementTexture.
- Type
(Matrix)