unreal.RuntimeVirtualTextureMipValueMode

class unreal.RuntimeVirtualTextureMipValueMode

Bases: EnumBase

Set how Mip levels are calculated. Internally we will convert to ETextureMipValueMode which is used by internal APIs.

C++ Source:

  • Module: Engine

  • File: MaterialExpressionRuntimeVirtualTextureSample.h

RVTMVM_DERIVATIVE_UV: RuntimeVirtualTextureMipValueMode = Ellipsis
  • Compute mip level from explicitly provided DDX and DDY derivatives of the virtual texture UV coordinates.

Type:

4

RVTMVM_DERIVATIVE_WORLD: RuntimeVirtualTextureMipValueMode = Ellipsis
  • Compute mip level from explicitly provided DDX and DDY derivatives of the world position.

Type:

5

RVTMVM_MIP_BIAS: RuntimeVirtualTextureMipValueMode = Ellipsis
  • Bias the default computed mip level using the MipBias pin.

  • Negative values increase resolution.

Type:

2

RVTMVM_MIP_LEVEL: RuntimeVirtualTextureMipValueMode = Ellipsis
  • Use an absolute mip level from the MipLevel pin.

  • 0 is full resolution.

Type:

1

RVTMVM_NONE: RuntimeVirtualTextureMipValueMode = Ellipsis
  • Use default computed mip level. Takes into account UV scaling from using the WorldPosition pin.

Type:

0