unreal.ComputeDistanceFieldSettings¶
- class unreal.ComputeDistanceFieldSettings(compute_mode: DistanceFieldComputeMode = Ellipsis, narrow_band_width: float = 0.0, narrow_band_units: DistanceFieldUnits = Ellipsis, voxels_per_dimensions: IntVector = Ellipsis, require_power2: bool = False)¶
Bases:
StructBaseSettings for computing distance fields
C++ Source:
Plugin: GeometryScripting
Module: GeometryScriptingCore
File: VolumeTextureBakeFunctions.h
Editor Properties: (see get_editor_property/set_editor_property)
compute_mode(DistanceFieldComputeMode): [Read-Write] Whether to compute distances only in a band around the surface (faster) or compute the full grid Note: If full grid is computed, the distances will still be more accurately computed in the narrow band In narrow band mode, values outside the band will have a large magnitude with the correct signnarrow_band_units(DistanceFieldUnits): [Read-Write] Whether Narrow Band Width is expressed as a number of voxels (rounded up to nearest int) or a distancenarrow_band_width(float): [Read-Write] Width of the narrow band where distances are computed accuratelyrequire_power2(bool): [Read-Write] Whether to round voxel count on each dimension up to the nearest power of twovoxels_per_dimensions(IntVector): [Read-Write] Number of voxels to use along each axis
- property compute_mode: DistanceFieldComputeMode¶
[Read-Write] Whether to compute distances only in a band around the surface (faster) or compute the full grid Note: If full grid is computed, the distances will still be more accurately computed in the narrow band In narrow band mode, values outside the band will have a large magnitude with the correct sign
- Type:
- property narrow_band_units: DistanceFieldUnits¶
[Read-Write] Whether Narrow Band Width is expressed as a number of voxels (rounded up to nearest int) or a distance
- Type:
- property narrow_band_width: float¶
[Read-Write] Width of the narrow band where distances are computed accurately
- Type:
(float)