unreal.ComposureUVMapSettings

class unreal.ComposureUVMapSettings(pre_uv_displacement_matrix: Matrix = Ellipsis, post_uv_displacement_matrix: Matrix = Ellipsis, displacement_decode_parameters: Vector2D = Ellipsis, displacement_texture: Texture = Ellipsis, use_displacement_blue_and_alpha_channels: bool = False)

Bases: 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: Vector2D

[Read-Write] Decoding parameters for DisplacementTexture. DeltaUV = ((RedChannel, GreenChannel) - Y) * X.

Type:

(Vector2D)

property displacement_texture: Texture

[Read-Write] Displacement texture to use.

Type:

(Texture)

property post_uv_displacement_matrix: Matrix

[Read-Write] UV Matrix to apply after displacing UV using DisplacementTexture.

Type:

(Matrix)

property pre_uv_displacement_matrix: Matrix

[Read-Write] UV Matrix to apply before sampling DisplacementTexture.

Type:

(Matrix)

property 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.

Type:

(bool)