unreal.MeshReductionSettings
¶
- class unreal.MeshReductionSettings(percent_triangles=1.0, percent_vertices=1.0, max_deviation=0.0, pixel_error=8.0, welding_threshold=0.0, hard_angle_threshold=80.0, base_lod_model=0, silhouette_importance=MeshFeatureImportance.NORMAL, texture_importance=MeshFeatureImportance.NORMAL, shading_importance=MeshFeatureImportance.NORMAL, recalculate_normals=False, generate_unique_lightmap_u_vs=False, keep_symmetry=False, visibility_aided=False, cull_occluded=False, termination_criterion=StaticMeshReductionTerimationCriterion.TRIANGLES, visibility_aggressiveness=MeshFeatureImportance.LOWEST, vertex_color_importance=MeshFeatureImportance.OFF)¶
Bases:
unreal.StructBase
Settings used to reduce a mesh.
C++ Source:
Module: Engine
File: MeshMerging.h
Editor Properties: (see get_editor_property/set_editor_property)
base_lod_model
(int32): [Read-Write] Base LODModelcull_occluded
(bool): [Read-Write] Cull Occludedgenerate_unique_lightmap_u_vs
(bool): [Read-Write] Generate Unique Lightmap UVshard_angle_threshold
(float): [Read-Write] Angle at which a hard edge is introduced between faces.keep_symmetry
(bool): [Read-Write] Keep Symmetrymax_deviation
(float): [Read-Write] The maximum distance in object space by which the reduced mesh may deviate from the original mesh.percent_triangles
(float): [Read-Write] Percentage of triangles to keep. 1.0 = no reduction, 0.0 = no triangles.percent_vertices
(float): [Read-Write] Percentage of vertices to keep. 1.0 = no reduction, 0.0 = no vertices.pixel_error
(float): [Read-Write] The amount of error in pixels allowed for this LOD.recalculate_normals
(bool): [Read-Write] Recalculate Normalsshading_importance
(MeshFeatureImportance): [Read-Write] Higher values try to preserve normals better.silhouette_importance
(MeshFeatureImportance): [Read-Write] Higher values minimize change to border edges.termination_criterion
(StaticMeshReductionTerimationCriterion): [Read-Write] The method to use when optimizing static mesh LODstexture_importance
(MeshFeatureImportance): [Read-Write] Higher values reduce texture stretching.vertex_color_importance
(MeshFeatureImportance): [Read-Write] Higher values minimize change to vertex color data.visibility_aggressiveness
(MeshFeatureImportance): [Read-Write] Higher values generates fewer samplesvisibility_aided
(bool): [Read-Write] Visibility Aidedwelding_threshold
(float): [Read-Write] Threshold in object space at which vertices are welded together.
- property base_lod_model¶
[Read-Write] Base LODModel
- Type
(int32)
- property hard_angle_threshold¶
[Read-Write] Angle at which a hard edge is introduced between faces.
- Type
(float)
- property max_deviation¶
[Read-Write] The maximum distance in object space by which the reduced mesh may deviate from the original mesh.
- Type
(float)
- property percent_triangles¶
[Read-Write] Percentage of triangles to keep. 1.0 = no reduction, 0.0 = no triangles.
- Type
(float)
- property percent_vertices¶
[Read-Write] Percentage of vertices to keep. 1.0 = no reduction, 0.0 = no vertices.
- Type
(float)
- property shading_importance¶
[Read-Write] Higher values try to preserve normals better.
- Type
- property silhouette_importance¶
[Read-Write] Higher values minimize change to border edges.
- Type
- property termination_criterion¶
[Read-Write] The method to use when optimizing static mesh LODs
- property texture_importance¶
[Read-Write] Higher values reduce texture stretching.
- Type
- property vertex_color_importance¶
[Read-Write] Higher values minimize change to vertex color data.
- Type
- property visibility_aggressiveness¶
[Read-Write] Higher values generates fewer samples
- Type