unreal.HairGroupDesc
¶
- class unreal.HairGroupDesc(hair_width: float = 0.0, hair_width_override: bool = False, hair_root_scale: float = 0.0, hair_root_scale_override: bool = False, hair_tip_scale: float = 0.0, hair_tip_scale_override: bool = False, hair_shadow_density: float = 0.0, hair_shadow_density_override: bool = False, hair_raytracing_radius_scale: float = 0.0, hair_raytracing_radius_scale_override: bool = False, use_hair_raytracing_geometry: bool = False, use_hair_raytracing_geometry_override: bool = False, lod_bias: float = 0.0, use_stable_rasterization: bool = False, use_stable_rasterization_override: bool = False, scatter_scene_lighting: bool = False, scatter_scene_lighting_override: bool = False, hair_length_scale: float = 0.0, hair_length_scale_override: bool = False)¶
Bases:
StructBase
Note: If a new field is added to this struct, think to update GroomComponentDestailsCustomization.cpp to handle override flags
C++ Source:
Plugin: HairStrands
Module: HairStrandsCore
File: GroomDesc.h
Editor Properties: (see get_editor_property/set_editor_property)
hair_length_scale
(float): [Read-Write] When enabled, Length Scale allow to scale the length of the hair.hair_length_scale_override
(bool): [Read-Write]hair_raytracing_radius_scale
(float): [Read-Write] Scale the hair geometry radius for ray tracing effects (e.g. shadow)hair_raytracing_radius_scale_override
(bool): [Read-Write]hair_root_scale
(float): [Read-Write] Scale the hair width at the roothair_root_scale_override
(bool): [Read-Write]hair_shadow_density
(float): [Read-Write] Override the hair shadow density factor (unit less).hair_shadow_density_override
(bool): [Read-Write]hair_tip_scale
(float): [Read-Write] Scale the hair width at the tiphair_tip_scale_override
(bool): [Read-Write]hair_width
(float): [Read-Write] Hair width (in centimeters)hair_width_override
(bool): [Read-Write]lod_bias
(float): [Read-Write] Bias the selected LOD. A value >0 will progressively select lower detailed lods. Used when r.HairStrands.Cluster.Culling = 1.scatter_scene_lighting
(bool): [Read-Write] Light hair with the scene color. This is used for vellus/short hair to bring light from the surrounding surface, like skin.scatter_scene_lighting_override
(bool): [Read-Write]use_hair_raytracing_geometry
(bool): [Read-Write] Enable hair strands geomtry for raytracinguse_hair_raytracing_geometry_override
(bool): [Read-Write]use_stable_rasterization
(bool): [Read-Write] Insure the hair does not alias. When enable, group of hairs might appear thicker. Isolated hair should remain thin.use_stable_rasterization_override
(bool): [Read-Write]
- property hair_length_scale: float¶
[Read-Write] When enabled, Length Scale allow to scale the length of the hair.
- Type:
(float)
- property hair_raytracing_radius_scale: float¶
[Read-Write] Scale the hair geometry radius for ray tracing effects (e.g. shadow)
- Type:
(float)
- property hair_shadow_density: float¶
[Read-Write] Override the hair shadow density factor (unit less).
- Type:
(float)
- property lod_bias: float¶
[Read-Write] Bias the selected LOD. A value >0 will progressively select lower detailed lods. Used when r.HairStrands.Cluster.Culling = 1.
- Type:
(float)
- property scatter_scene_lighting: bool¶
[Read-Only] Light hair with the scene color. This is used for vellus/short hair to bring light from the surrounding surface, like skin.
- Type:
(bool)
- property use_hair_raytracing_geometry: bool¶
[Read-Write] Enable hair strands geomtry for raytracing
- Type:
(bool)