unreal.VirtualTexture2D
¶
- class unreal.VirtualTexture2D(outer=None, name='None')¶
Bases:
unreal.Texture2D
Virtual Texture with locally configurable build settings. A raw UTexture2D can also represent a Virtual Texture but uses the one and only per-project build settings.
C++ Source:
Module: Engine
File: VirtualTexture.h
Editor Properties: (see get_editor_property/set_editor_property)
address_x
(TextureAddress): [Read-Write] The addressing mode to use for the X axis.address_y
(TextureAddress): [Read-Write] The addressing mode to use for the Y axis.adjust_brightness
(float): [Read-Write] Static texture brightness adjustment (scales HSV value.) (Non-destructive; Requires texture source art to be available.)adjust_brightness_curve
(float): [Read-Write] Static texture curve adjustment (raises HSV value to the specified power.) (Non-destructive; Requires texture source art to be available.)adjust_hue
(float): [Read-Write] Static texture hue adjustment (0 - 360) (offsets HSV hue by value in degrees.) (Non-destructive; Requires texture source art to be available.)adjust_max_alpha
(float): [Read-Write] Remaps the alpha to the specified min/max range, defines the new value of 1 (Non-destructive; Requires texture source art to be available.)adjust_min_alpha
(float): [Read-Write] Remaps the alpha to the specified min/max range, defines the new value of 0 (Non-destructive; Requires texture source art to be available.)adjust_rgb_curve
(float): [Read-Write] Static texture RGB curve adjustment (raises linear-space RGB color to the specified power.) (Non-destructive; Requires texture source art to be available.)adjust_saturation
(float): [Read-Write] Static texture saturation adjustment (scales HSV saturation.) (Non-destructive; Requires texture source art to be available.)adjust_vibrance
(float): [Read-Write] Static texture “vibrance” adjustment (0 - 1) (HSV saturation algorithm adjustment.) (Non-destructive; Requires texture source art to be available.)alpha_coverage_thresholds
(Vector4): [Read-Write] Alpha values per channel to compare to when preserving alpha coverage.asset_import_data
(AssetImportData): [Read-Only] Asset Import Dataasset_user_data
(Array(AssetUserData)): [Read-Write] Array of user data stored with the assetchroma_key_color
(Color): [Read-Write] The color that will be replaced with transparent black if chroma keying is enabledchroma_key_texture
(bool): [Read-Write] Whether to chroma key the image, replacing any pixels that match ChromaKeyColor with transparent blackchroma_key_threshold
(float): [Read-Write] The threshold that components have to match for the texel to be considered equal to the ChromaKeyColor when chroma keying (<=, set to 0 to require a perfect exact match)composite_power
(float): [Read-Write] default 1, high values result in a stronger effect e.g 1, 2, 4, 8 this is no slider because the texture update would not be fast enoughcomposite_texture
(Texture): [Read-Write] Can be defined to modify the roughness based on the normal map variation (mostly from mip maps). MaxAlpha comes in handy to define a base roughness if no source alpha was there. Make sure the normal map has at least as many mips as this texture.composite_texture_mode
(CompositeTextureMode): [Read-Write] defines how the CompositeTexture is applied, e.g. CTM_RoughnessFromNormalAlphacompression_no_alpha
(bool): [Read-Write] If enabled, the texture’s alpha channel will be discarded during compressioncompression_quality
(TextureCompressionQuality): [Read-Write] The compression quality for generated textures.compression_settings
(TextureCompressionSettings): [Read-Write] Compression settings to use when building the texture.defer_compression
(bool): [Read-Write] If enabled, defer compression of the texture until save.dither_mip_map_alpha
(bool): [Read-Write] When true, the alpha channel of mip-maps and the base image are dithered for smooth LOD transitions.downscale
(PerPlatformFloat): [Read-Write] Downscale source texture, applied only to textures without mips 0.0 - use scale value from texture group 1.0 - do not scale texture > 1.0 - scale texuredownscale_options
(TextureDownscaleOptions): [Read-Write] Texture downscaling optionsfilter
(TextureFilter): [Read-Write] The texture filtering mode to use when sampling this texture.flip_green_channel
(bool): [Read-Write] When true the texture’s green channel will be inverted. This is useful for some normal maps.force_pvrtc4
(bool): [Read-Write] For DXT1 textures, setting this will cause the texture to be twice the size, but better looking, on iPhoneglobal_force_mip_levels_to_be_resident
(bool): [Read-Write] Global and serialized version of ForceMiplevelsToBeResident.lod_bias
(int32): [Read-Write] A bias to the index of the top mip level to use.lod_group
(TextureGroup): [Read-Write] Texture group this texture belongs tolossy_compression_amount
(TextureLossyCompressionAmount): [Read-Write] How aggressively should any relevant lossy compression be applied.max_texture_size
(int32): [Read-Write] The maximum resolution for generated textures. A value of 0 means the maximum size for the format on each platform, except HDR long/lat cubemaps, which default to a resolution of 512.mip_gen_settings
(TextureMipGenSettings): [Read-Write] Per asset specific setting to define the mip-map generation properties like sharpening and kernel size.mip_load_options
(TextureMipLoadOptions): [Read-Write] The texture mip load options.never_stream
(bool): [Read-Write] Never Streamnum_cinematic_mip_levels
(int32): [Read-Write] Number of mip-levels to use for cinematic quality.padding_color
(Color): [Read-Write] The color used to pad the texture out if it is resized due to PowerOfTwoModepower_of_two_mode
(TexturePowerOfTwoSetting): [Read-Write] How to pad the texture to a power of 2 size (if necessary)preserve_border
(bool): [Read-Write] When true the texture’s border will be preserved during mipmap generation.srgb
(bool): [Read-Write] This should be unchecked if using alpha channels individually as masks.use_legacy_gamma
(bool): [Read-Write] A flag for using the simplified legacy gamma space e.g pow(color,1/2.2) for converting from FColor to FLinearColor, if we’re doing sRGB.virtual_texture_streaming
(bool): [Read-Write] Is this texture streamed in using VT