unreal.HairCardGeneratorGroupSettings
¶
- class unreal.HairCardGeneratorGroupSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
Object
Actual generation settings. Held in TArray, with strand filters applied to determine which settings apply to each strand (See FComposableStrandFilter).
C++ Source:
Plugin: HairCardGenerator
Module: HairCardGeneratorEditor
File: HairCardGeneratorPluginSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
apply_to_card_groups
(Set[Name]): [Read-Write] Specify which strands (card group ids) this settings group applies togenerate_filename
(str): [Read-Only]lod_index
(int32): [Read-Only]max_number_of_flyaways
(int32): [Read-Write] Maximum number of cards to assign to flyaway strandsmax_vertical_segments_per_card
(int32): [Read-Write] Maximum number of segments along each card (aligned with the strands), ignored for adaptive subdivisionnumber_of_textures_in_atlas
(int32): [Read-Write] Number of strand clump textures per atlasparent_name
(str): [Read-Write]strand_count
(int32): [Read-Only]strand_width_scaling_factor
(float): [Read-Write] Scaling factor mapping strand-width to pixel-size for coverage texturetarget_number_of_cards
(int32): [Read-Write] Total number of cards to generate for this settings grouptarget_triangle_count
(int32): [Read-Write] Target number of triangles of the final mesh, only for adaptive subdivisionuse_adaptive_subdivision
(bool): [Read-Write] Use adaptive subdivision when generating card geometryuse_multi_card_clumps
(bool): [Read-Write] Generate multiple cards (3) per strand clump to give the appearance of volumeuse_optimized_compression_factor
(bool): [Read-Write] Compress textures along strand direction to save vertical redolution, if strands are all moving in nearly the same direction
- property apply_to_card_groups: None¶
[Read-Only] Specify which strands (card group ids) this settings group applies to
- property max_number_of_flyaways: int¶
[Read-Only] Maximum number of cards to assign to flyaway strands
- Type:
(int32)
- property max_vertical_segments_per_card: int¶
[Read-Only] Maximum number of segments along each card (aligned with the strands), ignored for adaptive subdivision
- Type:
(int32)
- property number_of_textures_in_atlas: int¶
[Read-Only] Number of strand clump textures per atlas
- Type:
(int32)
- property strand_width_scaling_factor: float¶
[Read-Only] Scaling factor mapping strand-width to pixel-size for coverage texture
- Type:
(float)
- property target_number_of_cards: int¶
[Read-Only] Total number of cards to generate for this settings group
- Type:
(int32)
- property target_triangle_count: int¶
[Read-Only] Target number of triangles of the final mesh, only for adaptive subdivision
- Type:
(int32)
- property use_adaptive_subdivision: bool¶
[Read-Only] Use adaptive subdivision when generating card geometry
- Type:
(bool)