unreal.MaterialExpressionVolumetricAdvancedMaterialOutput
¶
- class unreal.MaterialExpressionVolumetricAdvancedMaterialOutput(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
MaterialExpressionCustomOutput
Material output expression for writing advanced volumetric material properties.
C++ Source:
Module: Engine
File: MaterialExpressionVolumetricAdvancedMaterialOutput.h
Editor Properties: (see get_editor_property/set_editor_property)
clamp_multi_scattering_contribution
(bool): [Read-Write] Set whether multiple scattering contribution entry is clamped in [0,1] or not. When disabled, the artist is in charge for ensuring the visual remain in a reasonable brighness range.const_multi_scattering_contribution
(float): [Read-Write] Only used if MultiScatteringContribution is not hooked up. Multi-scattering approximation: represents how much contribution each successive octave will add. Valid range is [0,1], from low to high contributionconst_multi_scattering_eccentricity
(float): [Read-Write] Only used if MultiScatteringEccentricity is not hooked up. Multi-scattering approximation: represents how much the phase will become isotropic for each successive octave. Valid range is [0,1], from anisotropic to isotropic phase.const_multi_scattering_occlusion
(float): [Read-Write] Only used if MultiScatteringOcclusion is not hooked up. Multi-scattering approximation: represents how much occlusion will be reduced for each successive octave. Valid range is [0,1], from low to high occlusion.const_phase_blend
(float): [Read-Write] Only used if PhaseBlend is not hooked up. Lerp factor when blending the two phase functions parameterized by G and G2. Valid range is [0,1].const_phase_g
(float): [Read-Write] Only used if PhaseG is not hooked up. Parameter ‘g’ input to the phase function describing how much forward(g<0) or backward (g>0) light scatter around.const_phase_g2
(float): [Read-Write] Only used if PhaseG2 is not hooked up. Parameter ‘g’ input to the second phase function describing how much forward(g<0) or backward (g>0) light scatter around. Valid range is [-1,1].desc
(str): [Read-Write] A description that level designers can add (shows in the material editor UI).gray_scale_material
(bool): [Read-Write] Set this for the material to only be considered grey scale, only using the R chanel of the input parameters internally. The lighting will still be colored. This is an optimisation.ground_contribution
(bool): [Read-Write] Sample the shadowed lighting contribution from the ground onto the medium (single scattering). This adds some costs to the tracing when enabled.material_expression_editor_x
(int32): [Read-Write]material_expression_editor_y
(int32): [Read-Write]multi_scattering_approximation_octave_count
(uint32): [Read-Write] How many octave to use for the multiple-scattering approximation. This makes the shader more expensive so you should only use 0 or 1 for better performance, and tweak multiple scattering parameters accordingly. 0 means single scattering only. The maximum value is 2 (expenssive).per_sample_phase_evaluation
(bool): [Read-Write] Set this to true to force the phase function to be evaluated per sample, instead once per pixel (globally). Per sample evaluation is slower.ray_march_volume_shadow
(bool): [Read-Write] Disable this to use the cloud shadow map instead of secondary raymarching. This is usually enough for clouds viewed from the ground and it result in a performance boost. Shadow now have infinite length but also becomes less accurate and gray scale.