unreal.PCGSpatialNoiseSettings¶
- class unreal.PCGSpatialNoiseSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettingsVarious fractal noises that can be used to filter points
C++ Source:
Plugin: PCG
Module: PCG
File: PCGSpatialNoise.h
Editor Properties: (see get_editor_property/set_editor_property)
break_debugger(bool): [Read-Write] If a debugger is attached, a breakpoint will be triggered in the execution code to enable debugging. Only applies when inspecting a debug object. Transient and Editor-only.brightness(float): [Read-Write]category(Text): [Read-Write]contrast(float): [Read-Write]debug(bool): [Read-Write]debug_buffer_size(int32): [Read-Write] Size (in number of floats) of the shader debug print buffer.debug_settings(PCGDebugVisualizationSettings): [Read-Write]description(Text): [Read-Write]determinism_settings(PCGDeterminismSettings): [Read-Write]dump_cooked_hlsl(bool): [Read-Write] Dump the cooked HLSL into the log after it is generated.dump_data_descriptions(bool): [Read-Write] Dump the data descriptions of input/output pins to the log.edge_blend_curve_intensity(float): [Read-Write] will makes the falloff harsher or softeredge_blend_curve_offset(float): [Read-Write] Adjust the center point of the curve (where x = curve(x) crosses over)edge_blend_distance(float): [Read-Write] if > 0, we blend to a tiling edge valueedge_mask2d_mode(PCGSpatialNoiseMask2DMode): [Read-Write]enabled(bool): [Read-Write]execute_on_gpu(bool): [Read-Write] Whether this node should be executed on the GPU.execution_dependency_required(bool): [Read-Write] If enabled, the execution dependency pin will require to be connected for execution (as any other required pin) and will be used for culling.expose_to_library(bool): [Read-Write]iterations(int32): [Read-Write] this is how many times the fractal method recurses. A higher number will mean more detailmode(PCGSpatialNoiseMode): [Read-Write] The noise method usedprint_shader_debug_values(bool): [Read-Write] Enable use of ‘WriteDebugValue(uint Index, float Value)’ function in your kernel. Allows you to write float values to a buffer for logging on the CPU.profile_kernel_index(int32): [Read-Write] Index of kernel emitted by this node to repeatedly dispatch every frame to enable profiling. Set to -1 to disable profiling. PCG_GPU_KERNEL_PROFILING must be defined in PCG.Build.cs.random_offset(Vector): [Read-Write] Adds a random amount of offset up to this amountseed(int32): [Read-Write]tiled_voronoi_edge_blend_cell_count(int32): [Read-Write] how many cells around the edge will tiletiled_voronoi_resolution(int32): [Read-Write] The cell resolution of the tiled voronoi (across the bounds)tiling(bool): [Read-Write] if true, will generate results that tile along the bounding box size of thetransform(Transform): [Read-Write] this will apply a transform to the points before calculating noisetrigger_render_capture(bool): [Read-Write] Will trigger a render capture when this node executes and a debug object is selected in the graph editor. Transient and Editor-only. Render captures must be enabled (e.g. -AttachRenderDoc or -AttachPIX).use_seed(bool): [Read-Write] deprecated: Implement the PCGSettings virtual UseSeed() override.value_target(PCGAttributePropertyOutputNoSourceSelector): [Read-Write] The output attribute name to write, if not ‘None’voronoi_cell_id_target(PCGAttributePropertyOutputNoSourceSelector): [Read-Write] The output attribute name to write the voronoi cell id, if not ‘None’voronoi_cell_randomness(double): [Read-Write] the less random this is, the more it returns to being a gridvoronoi_orient_samples_to_cell_edge(bool): [Read-Write] If true it will orient the output points to point towards the cell edges, which can be used for effects
- property edge_blend_curve_intensity: float¶
[Read-Write] will makes the falloff harsher or softer
- Type:
(float)
- property edge_blend_curve_offset: float¶
[Read-Write] Adjust the center point of the curve (where x = curve(x) crosses over)
- Type:
(float)
- property edge_blend_distance: float¶
[Read-Write] if > 0, we blend to a tiling edge value
- Type:
(float)
- property edge_mask2d_mode: PCGSpatialNoiseMask2DMode¶
[Read-Write]
- Type:
- property iterations: int¶
[Read-Write] this is how many times the fractal method recurses. A higher number will mean more detail
- Type:
(int32)
- property mode: PCGSpatialNoiseMode¶
[Read-Write] The noise method used
- Type:
- property random_offset: Vector¶
[Read-Write] Adds a random amount of offset up to this amount
- Type:
(Vector)
- property tiled_voronoi_edge_blend_cell_count: int¶
[Read-Write] how many cells around the edge will tile
- Type:
(int32)
- property tiled_voronoi_resolution: int¶
[Read-Write] The cell resolution of the tiled voronoi (across the bounds)
- Type:
(int32)
- property tiling: bool¶
[Read-Write] if true, will generate results that tile along the bounding box size of the
- Type:
(bool)
- property transform: Transform¶
[Read-Write] this will apply a transform to the points before calculating noise
- Type:
- property value_target: PCGAttributePropertyOutputNoSourceSelector¶
[Read-Write] The output attribute name to write, if not ‘None’
- property voronoi_cell_id_target: PCGAttributePropertyOutputNoSourceSelector¶
[Read-Write] The output attribute name to write the voronoi cell id, if not ‘None’