unreal.GeometryScriptTransferMeshVertexColorsOptions

class unreal.GeometryScriptTransferMeshVertexColorsOptions(transfer_method: TransferVertexColorMethod = Ellipsis, radius_percentage: float = 0.0, normal_threshold: float = 0.0, layered_mesh_support: bool = False, num_smoothing_iterations: int = 0, smoothing_strength: float = 0.0, hard_edges: bool = False, bias_ratio: float = 0.0)

Bases: StructBase

Geometry Script Transfer Mesh Vertex Colors Options

C++ Source:

  • Plugin: GeometryScripting

  • Module: GeometryScriptingCore

  • File: MeshVertexColorFunctions.h

Editor Properties: (see get_editor_property/set_editor_property)

  • bias_ratio (float): [Read-Write] Ratio used to blend a vertex between its position and the center of the face (0 = vertex position, 1 = face centroid)

  • hard_edges (bool): [Read-Write] Creates vertex instances per triangle to be able to have per-face vertex colors.

  • layered_mesh_support (bool): [Read-Write] If true, when the closest point doesn’t pass the normal threshold test, will try again with a flipped normal. This helps with layered meshes where the “inner” and “outer” layers are close to each other but whose normals are pointing in the opposite directions.

  • normal_threshold (double): [Read-Write] Maximum angle (in degrees) difference between the target and the source point normals to be considered a match. If negative, normals are ignored. Only used in the Inpaint algorithm.

  • num_smoothing_iterations (int32): [Read-Write] The number of optional post-processing smoothing iterations applied to the vertices without the match.

  • radius_percentage (double): [Read-Write] Defines the search radius as the RadiusPercentage * (input mesh bounding box diagonal). All points not within the search radius will be ignored. If negative, all points are considered. Only used in the Inpaint algorithm.

  • smoothing_strength (float): [Read-Write] The strength of each post-processing smoothing iteration.

  • transfer_method (TransferVertexColorMethod): [Read-Write] The type of algorithm to use for transferring the colors.

property bias_ratio: float

[Read-Write] Ratio used to blend a vertex between its position and the center of the face (0 = vertex position, 1 = face centroid)

Type:

(float)

property hard_edges: bool

[Read-Write] Creates vertex instances per triangle to be able to have per-face vertex colors.

Type:

(bool)

property layered_mesh_support: bool

[Read-Write] If true, when the closest point doesn’t pass the normal threshold test, will try again with a flipped normal. This helps with layered meshes where the “inner” and “outer” layers are close to each other but whose normals are pointing in the opposite directions.

Type:

(bool)

property normal_threshold: float

[Read-Write] Maximum angle (in degrees) difference between the target and the source point normals to be considered a match. If negative, normals are ignored. Only used in the Inpaint algorithm.

Type:

(double)

property num_smoothing_iterations: int

[Read-Write] The number of optional post-processing smoothing iterations applied to the vertices without the match.

Type:

(int32)

property radius_percentage: float

[Read-Write] Defines the search radius as the RadiusPercentage * (input mesh bounding box diagonal). All points not within the search radius will be ignored. If negative, all points are considered. Only used in the Inpaint algorithm.

Type:

(double)

property smoothing_strength: float

[Read-Write] The strength of each post-processing smoothing iteration.

Type:

(float)

property transfer_method: TransferVertexColorMethod

[Read-Write] The type of algorithm to use for transferring the colors.

Type:

(TransferVertexColorMethod)