unreal.MaterialExpressionMaterialXFractal3D

class unreal.MaterialExpressionMaterialXFractal3D(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 up

  • const_diminish (float): [Read-Write] only used if Diminish is not hooked up

  • const_lacunarity (float): [Read-Write] only used if Lacunarity is not hooked up

  • const_octaves (int32): [Read-Write] only used if Octaves is not hooked up

  • desc (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 performance

  • material_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 Position

  • turbulence (bool): [Read-Write] How multiple frequencies are getting combined