unreal.LightmassPrimitiveSettings
¶
- class unreal.LightmassPrimitiveSettings¶
Bases:
StructBase
Per-object settings for Lightmass
C++ Source:
Module: Engine
File: EngineTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
diffuse_boost
(float): [Read-Write] Scales the diffuse contribution of all materials applied to this object.emissive_boost
(float): [Read-Write] Scales the emissive contribution of all materials applied to this object.fully_occluded_samples_fraction
(float): [Read-Write] Fraction of samples taken that must be occluded in order to reach full occlusion.shadow_indirect_only
(bool): [Read-Write] If true, this object will only shadow indirect lighting.use_emissive_for_static_lighting
(bool): [Read-Write] If true, allow using the emissive for static lighting.use_two_sided_lighting
(bool): [Read-Write] If true, this object will be lit as if it receives light from both sides of its polygons.use_vertex_normal_for_hemisphere_gather
(bool): [Read-Write] Typically the triangle normal is used for hemisphere gathering which prevents incorrect self-shadowing from artist-tweaked vertex normals. However in the case of foliage whose vertex normal has been setup to match the underlying terrain, gathering in the direction of the vertex normal is desired.