unreal.MaterialExpressionSubstrateSlabBSDF¶
- class unreal.MaterialExpressionSubstrateSlabBSDF(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
MaterialExpressionSubstrateBSDFMaterial Expression Substrate Slab BSDF
C++ Source:
Module: Engine
File: MaterialExpressionSubstrate.h
Editor Properties: (see get_editor_property/set_editor_property)
desc(str): [Read-Write] A description that level designers can add (shows in the material editor UI).material_expression_editor_x(int32): [Read-Write]material_expression_editor_y(int32): [Read-Write]specular_profile(SpecularProfile): [Read-Write] SpecularProfile, for modulating specular appearance and simulating more complex visuals such as iridescence.sub_surface_type(MaterialSubSurfaceType): [Read-Write] Define sub-subsurface used behavior of the slab. This option trades quality over performance and will result into visual differences.For slab not sitting at the bottom of the topology (e.g. slabs stacked with a vertial operator), only the SimpleVolume SSS type is available.
In non-opaque blend modes, SSS Diffusion and SSS Diffusion Profile are not available and will fallback onto Wrap mode.
subsurface_profile(SubsurfaceProfile): [Read-Write] SubsurfaceProfile, for Screen Space Subsurface Scattering. The profile needs to be set up on both the Substrate diffuse node, and the material node at the moment.
- property specular_profile: SpecularProfile¶
[Read-Only] SpecularProfile, for modulating specular appearance and simulating more complex visuals such as iridescence.
- Type:
- property subsurface_profile: SubsurfaceProfile¶
[Read-Only] SubsurfaceProfile, for Screen Space Subsurface Scattering. The profile needs to be set up on both the Substrate diffuse node, and the material node at the moment.
- Type: