unreal.MaterialExpressionNoise
¶
- class unreal.MaterialExpressionNoise(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
MaterialExpression
Material Expression Noise
C++ Source:
Module: Engine
File: MaterialExpressionNoise.h
Editor Properties: (see get_editor_property/set_editor_property)
desc
(str): [Read-Write] A description that level designers can add (shows in the material editor UI).level_scale
(float): [Read-Write] usually 2 but higher values allow efficient use of few levelslevels
(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]noise_function
(NoiseFunction): [Read-Write] Noise function, affects performance and lookoutput_max
(float): [Read-Write]output_min
(float): [Read-Write]quality
(int32): [Read-Write] Lower numbers are faster and lower quality, higher numbers are slower and higher qualityrepeat_size
(uint32): [Read-Write] How many units in each tile (if Tiling is on)scale
(float): [Read-Write] can also be done with a multiply on the Positiontiling
(bool): [Read-Write] Whether to use tiling noise pattern, useful for baking to seam-free repeating texturesturbulence
(bool): [Read-Write] How multiple frequencies are getting combined