unreal.HiddenFaceMapSettings¶
- class unreal.HiddenFaceMapSettings¶
Bases:
StructBaseSettings that specify how the pixel values in a hidden face map should be interpreted.
C++ Source:
Plugin: MetaHumanCharacter
Module: MetaHumanCharacter
File: MetaHumanGeometryRemovalTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
max_cull_value(float): [Read-Write] Any triangles fully covered by pixel values below this threshold will be removed.In other words, geometry will be removed in regions of the hidden face map that are closer to zero (i.e. black) than this.
max_shrink_distance(float): [Read-Write] Vertices in regions of the hidden face map that are between MaxCullValue and MinKeepValue will be “shrunk”, i.e. moved in the opposite direction of their vertex normal.This helps to keep them out of the way of any overlapping geometry without removing them completely.
The distance a vertex will be moved depends on its pixel value in the hidden face map. The distance is calculated by using the pixel value as a weight to interpolate between 0 and the specified maximum distance.
In other words, pixels close to MaxCullValue will be shrunk the maximum distance, whereas pixels close to MinKeepValue will be moved very little.
min_keep_value(float): [Read-Write] Geometry in regions of the hidden face map that are closer to one (i.e. white) than this will be left untouched.