unreal.MaterialExpressionFractal3D
¶
- class unreal.MaterialExpressionFractal3D(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
MaterialExpression
Zero-centered 3D Fractal noise in 1, 2, 3 or 4 channels, created by summing several octaves of 3D Perlin noise, increasing the frequency and decreasing the amplitude at each octave.
C++ Source:
Plugin: Interchange
Module: InterchangeImport
File: MaterialExpressionFractal3D.h
Editor Properties: (see get_editor_property/set_editor_property)
const_amplitude
(float): [Read-Write] only used if Amplitude is not hooked upconst_diminish
(float): [Read-Write] only used if Diminish is not hooked upconst_lacunarity
(float): [Read-Write] only used if Lacunarity is not hooked upconst_octaves
(int32): [Read-Write] only used if Octaves is not hooked updesc
(str): [Read-Write] A description that level designers can add (shows in the material editor UI).levels
(int32): [Read-Write] 1 = fast but little detail, .. larger numbers cost more performancematerial_expression_editor_x
(int32): [Read-Write]material_expression_editor_y
(int32): [Read-Write]output_max
(float): [Read-Write]output_min
(float): [Read-Write]scale
(float): [Read-Write] can also be done with a multiply on the Positionturbulence
(bool): [Read-Write] How multiple frequencies are getting combined