unreal.MaterialExpressionSubstrateSlabBSDF

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

Bases: MaterialExpressionSubstrateBSDF

Material 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:

(SpecularProfile)

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:

(SubsurfaceProfile)