unreal.GeometryScriptSamplingWeightMode

class unreal.GeometryScriptSamplingWeightMode

Bases: EnumBase

Control how active Weights are used to affect point radius

C++ Source:

  • Plugin: GeometryScripting

  • Module: GeometryScriptingCore

  • File: MeshSamplingFunctions.h

FILLED_WEIGHT_TO_RADIUS: GeometryScriptSamplingWeightMode

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

WEIGHTED_RANDOM: GeometryScriptSamplingWeightMode

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

WEIGHT_TO_RADIUS: GeometryScriptSamplingWeightMode

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