unreal.AbcNormalGenerationSettings
¶
- class unreal.AbcNormalGenerationSettings(force_one_smoothing_group_per_object: bool = False, hard_edge_angle_threshold: float = 0.0, recompute_normals: bool = False, ignore_degenerate_triangles: bool = False, skip_computing_tangents: bool = False)¶
Bases:
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: bool¶
[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: float¶
[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: bool¶
[Read-Write] Determines whether or not the degenerate triangles should be ignored when calculating tangents/normals
- Type:
(bool)