unreal.AbcNormalGenerationSettings
¶
- class unreal.AbcNormalGenerationSettings(force_one_smoothing_group_per_object=False, hard_edge_angle_threshold=0.9, recompute_normals=False, ignore_degenerate_triangles=True, skip_computing_tangents=False)¶
Bases:
unreal.StructBase
Abc Normal Generation Settings
C++ Source:
Plugin: AlembicImporter
Module: AlembicLibrary
File: AbcImportSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
force_one_smoothing_group_per_object
(bool): [Read-Write] Whether or not to force smooth normals for each individual object rather than calculating smoothing groupshard_edge_angle_threshold
(float): [Read-Write] Threshold used to determine whether an angle between two normals should be considered hard, closer to 0 means more smooth vs 1ignore_degenerate_triangles
(bool): [Read-Write] Determines whether or not the degenerate triangles should be ignored when calculating tangents/normalsrecompute_normals
(bool): [Read-Write] Determines whether or not the normals should be forced to be recomputedskip_computing_tangents
(bool): [Read-Write] Determines whether tangents are computed for GeometryCache. Skipping them can improve streaming performance but may cause visual artifacts where they are required
- property force_one_smoothing_group_per_object¶
[Read-Write] Whether or not to force smooth normals for each individual object rather than calculating smoothing groups
- Type
(bool)
- property hard_edge_angle_threshold¶
[Read-Write] Threshold used to determine whether an angle between two normals should be considered hard, closer to 0 means more smooth vs 1
- Type
(float)
- property ignore_degenerate_triangles¶
[Read-Write] Determines whether or not the degenerate triangles should be ignored when calculating tangents/normals
- Type
(bool)