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Materials Compendium[UE3材质节点摘要]

2012年07月31日 ⁄ 综合 ⁄ 共 3240字 ⁄ 字号 评论关闭

Unreal中的材质系统十分强大,但要掌握错综复杂的各种节点也不是易事,先Mark下UDN的手册,后边再慢慢详用~

Materials Compendium

o Overview

o Parameters

o How to Think About Color When Creating Materials

Material Expressions

§ Abs

§ Add

§ AntialiasedTextureMask

§ AppendVector

§ BumpOffset

§ CameraVector

§ CameraWorldPosition

§ Ceil

§ Clamp

§ ComponentMask

§ Constant

§ Constant2Vector

§ Constant3Vector

§ Constant4Vector

§ ConstantBiasScale

§ ConstantClamp

§ Cosine

§ CrossProduct

§ Custom

§ CustomTexture

§ DepthBiasBlend

§ DepthBiasAlpha

§ DepthBiasedBlend

§ DeriveNormalZ

§ Desaturation

§ DestColor

§ DestDepth

§ Distance

§ Divide

§ DotProduct

§ DynamicParameter

§ FlipBookSample

§ Floor

§ FluidNormal

§ FMod

§ FoliageNormalizedRotationAxisAndAngle

§ FoliageImpulseDirection

§ FontSampler

§ Frac

§ Fresnel

§ FunctionInput

§ FunctionOutput

§ If

§ LensFlareIntensity

§ LensFlareOcclusion

§ LensFlareRadialDistance

§ LensFlareRayDistance

§ LensFlareSourceDistance

§ LightmapUVs

§ LightmassReplace

§ LightVector

§ LinearInterpolate

§ MaterialFunctionCall

§ MeshEmitterDynamicParameter

§ MeshEmitterVertexColor

§ MeshSubUV

§ MeshSubUVBlend

§ Multiply

§ Normalize

§ ObjectOrientation

§ ObjectRadius

§ ObjectWorldPosition

§ OcclusionPercentage

§ OneMinus

§ Panner

§ ParticleMacroUV

§ ParticleSubUV

§ PerInstanceRandom

§ PixelDepth

§ Power

§ ReflectionVector

§ Rotator

§ RotateAboutAxis

§ ScalarParameter

§ SceneDepth

§ SceneTexture

§ ScreenPosition

§ Sine

§ SphereMask

§ SquareRoot

§ Subtract

§ StaticBool

§ StaticBoolParameter

§ StaticComponentMaskParameter

§ StaticSwitchParameter

§ StaticSwitch

§ TextureCoordinate

§ TextureSample

§ TextureSampleParameter2D

§ TextureSampleParameterCube

§ TextureObject

§ TextureObjectParameter

§ TextureSampleParameterMeshSubUV

§ TextureSampleParameterMeshSubUVBlend

§ TextureSampleParameterMovie

§ TextureSampleParameterNormal

§ TextureSampleParameterSubUV

§ Time

§ Transform

§ TransformPosition

§ TwoSidedSign

§ WorldPosition

§ WorldNormal

§ VectorParameter

§ VertexColor

§ WindDirectionAndSpeed

Overview

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This page is a reference for all material expression nodes available in the material editor. Material Expressions are the building blocks used to create fully functional materials in Unreal Engine 3. Each material expression is a self-contained black box that either outputs a set of one or more specific values or performs a single operation on one or more inputs and then outputs the results of that operation.

Other pages that may be of interest include the MaterialsTutorial and MaterialExamples pages, which contain examples and tutorials on how to combine nodes to achieve various material effects. For a description of how to use the material editor itself, please see the Material Editor User Guide. If you're a programmer, see CreatingMaterialExpressions for details on how to create new material expressions.

Parameters

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Certain material expressions are parameters, meaning their values can be modified (dynamically during runtime in some cases) in a MaterialInstance of the base material containing the parameter. These expressions should be given unique names, via the Parameter Name property, to be used when identifying the specific parameter in the MaterialInstance. If two parameters of the same type have the same name in the same material, they will be assumed to be the same parameter. Changing the value of the parameter in the MaterialInstance would change the value of both the parameter expressions in the material. A default value for the parameter will also be set in the base material. This will be the value of the parameter in the MaterialInstance unless it is overridden and modified there.

For more information, see the InstancedMaterials and MaterialInstanceConstant pages.

How to Think About Color When Creating Materials

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