| UObjectBase
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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Materials/MaterialExpressionNoise.h |
Include |
#include "Materials/MaterialExpressionNoise.h" |
class UMaterialExpressionNoise : public UMaterialExpression
Name | Description | ||
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uint32: 1 |
bTiling |
Whether to use tiling noise pattern, useful for baking to seam-free repeating textures |
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uint32: 1 |
bTurbulence |
How multiple frequencies are getting combined |
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FilterWidth |
Scalar, to clamp the Levels at pixel level, can be computed like this: max(length(ddx(Position)), length(ddy(Position)) |
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Levels |
1 = fast but little detail, .. larger numbers cost more performance |
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float |
LevelScale |
Usually 2 but higher values allow efficient use of few levels |
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TEnumAsByte< en... |
NoiseFunction |
Noise function, affects performance and look |
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float |
OutputMax |
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float |
OutputMin |
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Position |
2 to 3 dimensional vector |
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Quality |
Lower numbers are faster and lower quality, higher numbers are slower and higher quality |
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RepeatSize |
How many units in each tile (if Tiling is on) |
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float |
Scale |
Can also be done with a multiply on the Position |
Name | Description | |
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UMaterialExpressionNoise ( |
Name | Description | ||
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Compile ( |
Create the new shader code chunk needed for the Abs expression |
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GetCaption |
Returns the text to display on the material expression (in the material editor). |
Name | Description | ||
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CanEditChange ( |
Called by the editor to query whether a property of this object is allowed to be modified. |