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:
StructBaseGeometry 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: