unreal.InterchangeDatasmithMaterialPipeline¶
- class unreal.InterchangeDatasmithMaterialPipeline(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
InterchangeGenericMaterialPipelineInterchange 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 nodesparent_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]