unreal.GeometryScriptBakeRenderCaptureOptions

class unreal.GeometryScriptBakeRenderCaptureOptions(cameras: None = [], render_capture_resolution: GeometryScriptBakeResolution = Ellipsis, resolution: GeometryScriptBakeResolution = Ellipsis, samples_per_pixel: GeometryScriptBakeSamplesPerPixel = Ellipsis, render_capture_anti_aliasing: bool = False, cleanup_tolerance: float = 0.0, base_color_map: bool = False, normal_map: bool = False, packed_mrs_map: bool = False, metallic_map: bool = False, roughness_map: bool = False, specular_map: bool = False, emissive_map: bool = False, opacity_map: bool = False, subsurface_color_map: bool = False)

Bases: StructBase

Geometry Script Bake Render Capture Options

C++ Source:

  • Plugin: GeometryScripting

  • Module: GeometryScriptingCore

  • File: MeshBakeFunctions.h

Editor Properties: (see get_editor_property/set_editor_property)

  • base_color_map (bool): [Read-Write]

  • cameras (Array[GeometryScriptRenderCaptureCamera]): [Read-Write] If not empty the given Render Capture Cameras are used to create the photos from which to Bake textures If empty then a default set of Render Capture Cameras with frustums containing the SourceActors bounding box is used Note: Providing a value is highly recommended, the default camera set is intended only to support legacy blueprints

  • cleanup_tolerance (float): [Read-Write] This threshold is used to detect occlusion artefacts (e.g., silhouettes/blotches in the base color) so that texels exhibiting them can be cleaned up i.e., rejected and filled in using the values of nearby valid texels instead.

    If the threshold is zero, the cleanup step is skipped. If the threshold is too large, texels with artefacts won’t be detected and the cleanup step is effectively skipped. If the threshold is too small, texels without artefacts get detected and results will be bad because there won’t be enough nearby valid texels from which to infill values.

    A good starting point is to choose a threshold around the size of the distance (in world space) between the target and source meshes; if the target was generated by VoxWrap then the voxel size estimates this distance.

  • emissive_map (bool): [Read-Write]

  • metallic_map (bool): [Read-Write]

  • normal_map (bool): [Read-Write] World space normal map

  • opacity_map (bool): [Read-Write]

  • packed_mrs_map (bool): [Read-Write] Packed Metallic/Roughness/Specular Map. If this is true the separated channel booleans are ignored

  • render_capture_anti_aliasing (bool): [Read-Write] Whether to use anti-aliasing in the render captures, this may introduce artefacts if pixels at different scene depths get blended

  • render_capture_resolution (GeometryScriptBakeResolution): [Read-Write] The pixel resolution of the default render capture camera photo sets. Only used if Cameras is empty

  • resolution (GeometryScriptBakeResolution): [Read-Write] The pixel resolution of the generated textures

  • roughness_map (bool): [Read-Write]

  • samples_per_pixel (GeometryScriptBakeSamplesPerPixel): [Read-Write] Number of samples per pixel

  • specular_map (bool): [Read-Write]

  • subsurface_color_map (bool): [Read-Write]

property base_color_map: bool

[Read-Write]

Type:

(bool)

property cameras: None

[Read-Write] If not empty the given Render Capture Cameras are used to create the photos from which to Bake textures If empty then a default set of Render Capture Cameras with frustums containing the SourceActors bounding box is used Note: Providing a value is highly recommended, the default camera set is intended only to support legacy blueprints

Type:

(Array[GeometryScriptRenderCaptureCamera])

property cleanup_tolerance: float

[Read-Write] This threshold is used to detect occlusion artefacts (e.g., silhouettes/blotches in the base color) so that texels exhibiting them can be cleaned up i.e., rejected and filled in using the values of nearby valid texels instead.

If the threshold is zero, the cleanup step is skipped. If the threshold is too large, texels with artefacts won’t be detected and the cleanup step is effectively skipped. If the threshold is too small, texels without artefacts get detected and results will be bad because there won’t be enough nearby valid texels from which to infill values.

A good starting point is to choose a threshold around the size of the distance (in world space) between the target and source meshes; if the target was generated by VoxWrap then the voxel size estimates this distance.

Type:

(float)

property emissive_map: bool

[Read-Write]

Type:

(bool)

property metallic_map: bool

[Read-Write]

Type:

(bool)

property normal_map: bool

[Read-Write] World space normal map

Type:

(bool)

property opacity_map: bool

[Read-Write]

Type:

(bool)

property packed_mrs_map: bool

[Read-Write] Packed Metallic/Roughness/Specular Map. If this is true the separated channel booleans are ignored

Type:

(bool)

property render_capture_anti_aliasing: bool

[Read-Write] Whether to use anti-aliasing in the render captures, this may introduce artefacts if pixels at different scene depths get blended

Type:

(bool)

property render_capture_resolution: GeometryScriptBakeResolution

[Read-Write] The pixel resolution of the default render capture camera photo sets. Only used if Cameras is empty

Type:

(GeometryScriptBakeResolution)

property resolution: GeometryScriptBakeResolution

[Read-Write] The pixel resolution of the generated textures

Type:

(GeometryScriptBakeResolution)

property roughness_map: bool

[Read-Write]

Type:

(bool)

property samples_per_pixel: GeometryScriptBakeSamplesPerPixel

[Read-Write] Number of samples per pixel

Type:

(GeometryScriptBakeSamplesPerPixel)

property specular_map: bool

[Read-Write]

Type:

(bool)

property subsurface_color_map: bool

[Read-Write]

Type:

(bool)