unreal.NonUniformSamplingWeightMode

class unreal.NonUniformSamplingWeightMode

Bases: EnumBase

ENon 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