027- WTF Is Material Multiply in Unreal Engine 4 03:46 028- WTF Is Material Time in Unreal Engine 4 06:23 029- WTF Is Material Texture Coordinate in Unreal Engine 4 07:19 030- WTF Is Material Max and Min in Unreal Engine 4 05:15 031- WTF Is Material Floor and Ceil in Unre...
Although not covered in this tutorial, you can use the Multiply node in conjunction with a mask texture. Using a mask, you can specify which areas of the base texture should be darker. This is an example of masking a stone texture using a tiles texture: 尽管在本教程中没有涉及到,但是你...
45_质量切换- Quality Switch in Unreal Engine 4 05:33 46_绕轴旋转- Rotate About Axis in Unreal Engine 4 09:01 47_球面罩- Sphere Mask in Unreal Engine 4 10:21 48_正弦%2F余弦- Sine %2F Cosine in Unreal Engine 4 04:45 49_WTF Is_ Material - Abs in Unreal Engine 4 ...
抗锯齿纹理蒙版(AntialiasedTextureMask) 表达式允许您使用软(抗锯齿)过渡蒙版来创建材质。此蒙版可用来在两个复杂材质属性之间混合,或者使alpha混合材质淡出(适合与"软屏蔽"配合使用)。您只需指定在其中一个通道(红色、绿色、蓝色或alpha)中指定了蒙版的材质,在此表达式中设置所使用的通道,...
TextureObject(纹理对象) [/REGION] MaterialAttributes(材质属性) [REGION:indentedlist] BreakMaterialAttributes(打破材质属性) MakeMaterialAttributes(建立材质属性) [/REGION] 数学 [REGION:indentedlist] Abs(绝对值) Add(加) AppendVector(追加矢量) Ceil(加一取整) Clamp(限制) Com...
它的功能和 Lightmass Replace 很像。实时的输入用于实时状态,Material Proxy 的输入仅用于生成过程。 材质合并过程的设置现在可以在 HLOD 的大纲视图面板中找到,还有一个世界设置面板。 代理模型生成 代理模型生成过程已经被精简了,并整合了最新的 Simplygon SDK,可以在 HLOD 的大纲视图中找到模型生成过程的设置。
This could fail for many reasons, in which case the streamer fallbacks on assuming the texture was sampled with texcoord 0 and a scale of 1. Because the material samples many textures, this view mode shows the worst error (in term of under-streaming and over-streaming) across all textures...
Toggles Material stats and compilation errors for mobile. Viewport Panel The Viewport panel displays the Material being edited applied to a mesh. You can navigate in the Viewport panel by using the options in the following table. ActionDescription Drag with the left mouse button Rotate the mesh ...
ACesiumGeoreferencecan now act as a parent Actor. By adjusting the georeference's transformation, the entire globe can be located, rotated, and scaled within the Unreal Engine world. AddedAtmosphereHeight,AerialPerspectiveViewDistanceScale,RayleighExponentialDistribution, andMieExponentialDistributionproperties...
rotated_in_source_image(bool): [Read-Write] This texture is rotated in the atlas snap_pivot_to_pixel_grid(bool): [Read-Write] Should the pivot be snapped to a pixel boundary? sockets(Array[PaperSpriteSocket]): [Read-Write] List of sockets on this sprite ...