unreal.InterchangeDatasmithMaterialPipeline

class unreal.InterchangeDatasmithMaterialPipeline(outer: Object | None = None, name: Name | str = 'None')

Bases: InterchangeGenericMaterialPipeline

Interchange Datasmith Material Pipeline

C++ Source:

  • Plugin: DatasmithInterchange

  • Module: DatasmithInterchange

  • File: InterchangeDatasmithMaterialPipeline.h

Editor Properties: (see get_editor_property/set_editor_property)

  • asset_name (str): [Read-Write] If enabled, and there is only one asset and one source, the imported asset will be given this name.

  • create_material_instance_for_parent (bool): [Read-Write] If enabled, material instances are created from a specified parent material.

  • create_new_materials (bool): [Read-Write] When enabled, a new material asset will be created for each material in the imported source that has not been matched to an existing material.

  • identify_duplicate_materials (bool): [Read-Write] If enabled and duplicated materials are detected, for each set of duplicated materials, a reference material along with respective material instances are created.

  • import_materials (bool): [Read-Write] If enabled, imports the material assets found in the sources.

  • material_import (InterchangeMaterialImportOption): [Read-Write] Determines which kind of material asset to create for all new materials.

  • override_displacement (bool): [Read-Write] If enabled, it will override the displacement center set by shader graph nodes, if any Note: Some MaterialX Surface may have their preferred displacement center specified.

    In that case, enabling this option may affect the rendering result.

  • override_displacement_center (float): [Read-Write] Set the value of the displacement center. If enabled it will also override any displacement center value set by shader graph nodes

  • parent_material (SoftObjectPath): [Read-Write] Optional material used as the parent when importing materials as instances. If no parent material is specified, one will be automatically selected during the import process.

  • pipeline_display_name (str): [Read-Write] The name of the pipeline that will be display in the import dialog.

  • reuse_existing_materials (bool): [Read-Write] When enabled, if the name of a material in the imported source matches a material that already exists in the project, the imported assets will reuse that existing material.

  • search_location (InterchangeMaterialSearchLocation): [Read-Write] Determines where to look for matching materials.

  • sparse_volume_texture_pipeline (InterchangeSparseVolumeTexturePipeline): [Read-Only]

  • texture_pipeline (InterchangeGenericTexturePipeline): [Read-Only]