unreal.NonUniformSamplingWeightMode¶
- class unreal.NonUniformSamplingWeightMode¶
Bases:
EnumBaseENon Uniform Sampling Weight Mode
C++ Source:
Plugin: Fracture
Module: FractureEngine
File: FractureEngineSampling.h
- E_NON_UNIFORM_SAMPLING_WEIGHT_MODE_FILLED_WEIGHT_TO_RADIUS: NonUniformSamplingWeightMode = Ellipsis¶
Weights are clamped to [0,1] and used to interpolate Min/Max Radius, with decay, so that smaller-radius samples will infill between large ones. So areas with large weight may still end up with some variable-radius samples, but areas with 0 weight will only ever have min-radius samples.
- Type:
1
- E_NON_UNIFORM_SAMPLING_WEIGHT_MODE_WEIGHTED_RANDOM: NonUniformSamplingWeightMode = Ellipsis¶
Weight is used to create nonuniform random sampling, ie it nudges the random sample-radius distribution but does not directly control it. So samples with any radius can still appear at any location, but if weight=1 then max-radius samples are more likely, etc.
- Type:
2
- E_NON_UNIFORM_SAMPLING_WEIGHT_MODE_WEIGHT_TO_RADIUS: NonUniformSamplingWeightMode = Ellipsis¶
Weights are clamped to [0,1] and used to interpolate Min/Max Radius. This is a “hard constraint”, ie if the weight at a point is 1, only a “max radius” sample may be placed there, otherwise no samples at all (so no “filling in” smaller samples between large ones)
- Type:
0