unreal.ComposureUVMapSettings

class unreal.ComposureUVMapSettings(pre_uv_displacement_matrix=[[0.0, 1.0, 0.0, 0.0], [0.0, 0.0, 1.0, 0.0], [0.0, 0.0, 0.0, 1.0], [1.0, 0.0, 0.0, 0.0]], post_uv_displacement_matrix=[[0.0, 1.0, 0.0, 0.0], [0.0, 0.0, 1.0, 0.0], [0.0, 0.0, 0.0, 1.0], [1.0, 0.0, 0.0, 0.0]], displacement_decode_parameters=[1.0, 0.0], displacement_texture=None, use_displacement_blue_and_alpha_channels=False)

Bases: unreal.StructBase

Composure UVMap Settings

C++ Source:

  • Plugin: Composure
  • Module: Composure
  • File: ComposureUVMap.h

Editor Properties: (see get_editor_property/set_editor_property)

  • displacement_decode_parameters (Vector2D): [Read-Write] Decoding parameters for DisplacementTexture. DeltaUV = ((RedChannel, GreenChannel) - Y) * X.
  • displacement_texture (Texture): [Read-Write] Displacement texture to use.
  • post_uv_displacement_matrix (Matrix): [Read-Write] UV Matrix to apply after displacing UV using DisplacementTexture.
  • pre_uv_displacement_matrix (Matrix): [Read-Write] UV Matrix to apply before sampling DisplacementTexture.
  • use_displacement_blue_and_alpha_channels (bool): [Read-Write] Whether to use blue and alpha channel instead of red and green channel in computation of DeltaUV.
displacement_decode_parameters

(Vector2D) – [Read-Write] Decoding parameters for DisplacementTexture. DeltaUV = ((RedChannel, GreenChannel) - Y) * X.

displacement_texture

(Texture) – [Read-Write] Displacement texture to use.

post_uv_displacement_matrix

(Matrix) – [Read-Write] UV Matrix to apply after displacing UV using DisplacementTexture.

pre_uv_displacement_matrix

(Matrix) – [Read-Write] UV Matrix to apply before sampling DisplacementTexture.

use_displacement_blue_and_alpha_channels

(bool) – [Read-Write] Whether to use blue and alpha channel instead of red and green channel in computation of DeltaUV.