unreal.TexturePatchHeightEntry¶
- class unreal.TexturePatchHeightEntry(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
TexturePatchEntryTexture Patch Height Entry
C++ Source:
Plugin: MeshPartition
Module: MeshPartitionEditor
File: MeshPartitionTexturePatchModifier.h
Editor Properties: (see get_editor_property/set_editor_property)
alpha_channel_index(int32): [Read-Write]alpha_mode(TexturePatchAlphaMode): [Read-Write]alpha_texture_asset(Texture2D): [Read-Write]blend_mode(TexturePatchBlendMode): [Read-Write] How the values from the texture affect the intensity.corner_radius(float): [Read-Write] When not 0, the corners are rounded with the given radius (clamped to half of the smallest dimension).A square patch with maximal corner radius becomes a circle.
encoding_scale(double): [Read-Write] How to scale values read from the texture, controlling the intensity in the local space of the component. If the texture stores values in the range [0,1], then you will need to scale this up quite high to turn those values into noticeable effects on the mesh.falloff_curve(CurveFloat): [Read-Write]falloff_distance(float): [Read-Write] Distance (in local space) across which to fall off the patch effects from the edge.falloff_mode(TexturePatchFalloffMode): [Read-Write] How effects of the patch are decreased along the edges of the modifier. The effect will take place across Falloff Distance fromthe modifier edges.
height_scale_weight_channel(ChannelName): [Read-Write] Optional weight channel to attenuate height scale.self_mask_tolerance(double): [Read-Write] When using “Self Mask” alpha mode, the alpha will be set to 0 if absolute value of the texture sampled values is this or lower.softness_parameter(double): [Read-Write] When using Min or Max BlendMode, allows for the transition between current values and new values to be smoothed out, to preventsharp edges when intersecting existing geometry in the center of the modifier (where the falloff does not reach). The parameter corresponds to distance between the desired and current heights across which the min/max is blended.
texture_asset(Texture2D): [Read-Write] Texture that the patch samples. Note that currently the patch will not know to trigger a reapplication if thedata inside the asset changes somehow.
texture_channel_index(int32): [Read-Write] Channel index to sample in the texture asset. R: 0, G: 1, B:2, A:3use_value_curve(bool): [Read-Write] When true, allows a custom curve to remap values from the texture, before Scale and Zero Value are applied.value_curve(CurveFloat): [Read-Write] Optional adjustment curve that can be applied to texture values (similar to a contrast adjustment).value_curve_offset(double): [Read-Write] If the texture values are not in the range [0,1], gives a way to remap to a [0,1] range for using the adjustment curve.The input to the curve will be transformed via (Input - ValueCurveOffset) / ValueCurveScale, and the output will be transformed back via Output * AjustmentCurveScale + AjustmentCurveOffset.
value_curve_scale(double): [Read-Write] If the texture values are not in the range [0,1], gives a way to remap to a [0,1] range for using the adjustment curve.The input to the curve will be transformed via (Input - ValueCurveOffset) / ValueCurveScale, and the output will be transformed back via Output * AdjustmentCurveScale + AdjustmentCurveOffset.
zero_in_encoding(double): [Read-Write] What value is considered 0 in the texture. For instance if your texture stores values in the range [0,1], then0.5 may be your zero. In alpha blend mode, vertices would be moved to patch plane at this value, and in additive mode, no displacement would be made.