unreal.MaterialExpressionVolumetricAdvancedMaterialOutput
¶

class
unreal.
MaterialExpressionVolumetricAdvancedMaterialOutput
(outer=None, name='None')¶ Bases:
unreal.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)
const_multi_scattering_contribution
(float): [ReadWrite] Only used if MultiScatteringContribution is not hooked up. Multiscattering approximation: represents how much contribution each successive octave will add. Valid range is [0,1], from low to high contributionconst_multi_scattering_eccentricity
(float): [ReadWrite] Only used if MultiScatteringEccentricity is not hooked up. Multiscattering 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): [ReadWrite] Only used if MultiScatteringOcclusion is not hooked up. Multiscattering 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): [ReadWrite] 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): [ReadWrite] 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): [ReadWrite] 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): [ReadWrite] A description that level designers can add (shows in the material editor UI).gray_scale_material
(bool): [ReadWrite] 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): [ReadWrite] Sample the shadowed lighting contribution from the ground onto the medium (single scattering). This adds some costs to the tracing when enabled.multi_scattering_approximation_octave_count
(uint32): [ReadWrite] How many octave to use for the multiplescattering approximation. This makes the shader more expensive so try to only a single octave. 0 means single scattering only.per_sample_phase_evaluation
(bool): [ReadWrite] 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): [ReadWrite] 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.