unreal.InterchangeUsdPipeline¶
- class unreal.InterchangeUsdPipeline(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
InterchangePipelineBaseInterchange Usd Pipeline
C++ Source:
Plugin: InterchangeOpenUSD
Module: InterchangeOpenUSDImport
File: InterchangeUSDPipeline.h
Editor Properties: (see get_editor_property/set_editor_property)
generate_primvar_compatible_materials(bool): [Read-Write] Imported meshes will place their primvars on arbitrary UV set indices (e.g. “st2” on UV0, “st3” on UV1, etc.). Imported materials may be expecting to read from specific primvars on particular UV indices (e.g. “st1” from UV0, “st2” from UV2, etc.). These mappings won’t necessarily correspond to each other. Setting this option to true means we’ll generate additional material instances with primvar-UV index mappings made to best match the exact meshes they are assigned to (e.g. “st1” disabled, “st2” from UV0). Setting this to false means we will just assign the incompatible materials to the meshes anyway.geometry_purpose(int32): [Read-Write] Only import translated nodes from imageable prims (Xforms, Meshes, etc.) with these specific purposes from the USD fileimport_primvars(InterchangeUsdPrimvar): [Read-Write] Setting to tell what primvars have to be attached to the MeshDescriptionimport_pseudo_root(bool): [Read-Write] The translator always emits a scene node for the stage pseudoroot named after the stage’s root layer filename. Setting this option to false means we will remove it from the factory nodes, making top-level prims lead to top-level actors and components.pipeline_display_name(str): [Read-Write]subdivision_level(int32): [Read-Write] Subdivision level to use for all subdivision meshes on the opened stage. 0 means “don’t subdivide”. The maximum level of subdivision allowed can be configured via the ‘USD.Subdiv.MaxSubdivLevel’ cvar.
- property generate_primvar_compatible_materials: bool¶
[Read-Write] Imported meshes will place their primvars on arbitrary UV set indices (e.g. “st2” on UV0, “st3” on UV1, etc.). Imported materials may be expecting to read from specific primvars on particular UV indices (e.g. “st1” from UV0, “st2” from UV2, etc.). These mappings won’t necessarily correspond to each other. Setting this option to true means we’ll generate additional material instances with primvar-UV index mappings made to best match the exact meshes they are assigned to (e.g. “st1” disabled, “st2” from UV0). Setting this to false means we will just assign the incompatible materials to the meshes anyway.
- Type:
(bool)
- property geometry_purpose: int¶
[Read-Write] Only import translated nodes from imageable prims (Xforms, Meshes, etc.) with these specific purposes from the USD file
- Type:
(int32)
- property import_primvars: InterchangeUsdPrimvar¶
[Read-Write] Setting to tell what primvars have to be attached to the MeshDescription
- Type:
- property import_pseudo_root: bool¶
[Read-Write] The translator always emits a scene node for the stage pseudoroot named after the stage’s root layer filename. Setting this option to false means we will remove it from the factory nodes, making top-level prims lead to top-level actors and components.
- Type:
(bool)