unreal.RuntimeVirtualTextureMipValueMode

class unreal.RuntimeVirtualTextureMipValueMode

Bases: unreal.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_MIP_BIAS
  • Bias the default computed mip level using the MipValue pin.

  • Negative values increase resolution.

Type

2

RVTMVM_MIP_LEVEL
  • Use an absolute mip level from the MipValue pin.

  • 0 is full resolution.

Type

1

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

Type

0

RVTMVM_RECALCULATE_DERIVATIVES
  • This is like ‘Default’ but it ignores the WorldPosition pin when computing the mip level.

  • It uses the actual pixel WorldPosition instead.

  • This can prevent sampling mip 0 if the WorldPosition pin gives a constant value.

Type

3