unreal.GroomCreateStrandsTexturesOptions
¶
- class unreal.GroomCreateStrandsTexturesOptions(outer=None, name='None')¶
Bases:
unreal.Object
Groom Create Strands Textures Options
C++ Source:
Plugin: HairStrands
Module: HairStrandsCore
File: GroomCreateStrandsTexturesOptions.h
Editor Properties: (see get_editor_property/set_editor_property)
group_index
(Array(int32)): [Read-Write] Groom index which should be baked into the textures. When the array is empty, all groups will be included (Default).lod_index
(int32): [Read-Write] LOD of the mesh, on which the texture projection is donemesh_type
(StrandsTexturesMeshType): [Read-Write] Select which mesh should be used for tracingresolution
(int32): [Read-Write] Resolution of the output texture maps (tangent, coverage, …)section_index
(int32): [Read-Write] Section of the mesh, on which the texture projection is doneskeletal_mesh
(SkeletalMesh): [Read-Write] Mesh on which the groom strands will be projected on. If non empty, the skeletal mesh will be used for generating the textures.static_mesh
(StaticMesh): [Read-Write] Mesh on which the groom strands will be projected on. If non empty and if the skeletal mesh entry is empty, the static mesh will be used for generating the textures.trace_distance
(float): [Read-Write] Distance from the mesh surface until hair are projected onto the mesh.trace_type
(StrandsTexturesTraceType): [Read-Write] Direction in which the tracing will be done: either from the mesh’s surface to the outside, or from the mesh’s surface to the inside.uv_channel_index
(int32): [Read-Write] UV channel to use
- property group_index¶
[Read-Write] Groom index which should be baked into the textures. When the array is empty, all groups will be included (Default).
- Type
(Array(int32))
- property lod_index¶
[Read-Write] LOD of the mesh, on which the texture projection is done
- Type
(int32)
- property mesh_type¶
[Read-Write] Select which mesh should be used for tracing
- Type
- property resolution¶
[Read-Write] Resolution of the output texture maps (tangent, coverage, …)
- Type
(int32)
- property section_index¶
[Read-Write] Section of the mesh, on which the texture projection is done
- Type
(int32)
- property skeletal_mesh¶
[Read-Write] Mesh on which the groom strands will be projected on. If non empty, the skeletal mesh will be used for generating the textures.
- Type
- property static_mesh¶
[Read-Write] Mesh on which the groom strands will be projected on. If non empty and if the skeletal mesh entry is empty, the static mesh will be used for generating the textures.
- Type
- property trace_distance¶
[Read-Write] Distance from the mesh surface until hair are projected onto the mesh.
- Type
(float)
- property trace_type¶
either from the mesh’s surface to the outside, or from the mesh’s surface to the inside.
- Type
- Type
[Read-Write] Direction in which the tracing will be done
- property uv_channel_index¶
[Read-Write] UV channel to use
- Type
(int32)