unreal.PCGMeshSamplerSettings
¶
- class unreal.PCGMeshSamplerSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PCGSettings
Sample points on a mesh
C++ Source:
Plugin: PCGGeometryScriptInterop
Module: PCGGeometryScriptInterop
File: PCGMeshSampler.h
Editor Properties: (see get_editor_property/set_editor_property)
break_debugger
(bool): [Read-Write] If a debugger is attached, triggers a breakpoint inside IPCGElement::Execute(). Editor only. Transient.category
(Text): [Read-Write]color_channel_as_density
(PCGColorChannel): [Read-Write]debug
(bool): [Read-Write]debug_settings
(PCGDebugVisualizationSettings): [Read-Write]description
(Text): [Read-Write]determinism_settings
(PCGDeterminismSettings): [Read-Write]enabled
(bool): [Read-Write]expose_to_library
(bool): [Read-Write]extract_uv_as_attribute
(bool): [Read-Write]non_uniform_sampling_options
(GeometryScriptNonUniformPointSamplingOptions): [Read-Write]output_triangle_ids
(bool): [Read-Write]point_steepness
(float): [Read-Write] Each PCG point represents a discretized, volumetric region of world space. The points’ Steepness value [0.0 to 1.0] establishes how “hard” or “soft” that volume will be represented. From 0, it will ramp up linearly increasing its influence over the density from the point’s center to up to two times the bounds. At 1, it will represent a binary box function with the size of the point’s bounds.remove_hidden_triangles
(bool): [Read-Write] Post-processing pass after voxelization to remove hidden triangles.requested_lod_index
(int32): [Read-Write]requested_lod_type
(GeometryScriptLODType): [Read-Write] LOD type to use when creating DynamicMesh from specified StaticMesh.sampling_method
(PCGMeshSamplingMethod): [Read-Write]sampling_options
(GeometryScriptMeshPointSamplingOptions): [Read-Write] Poisson Sampling parametersseed
(int32): [Read-Write]static_mesh
(StaticMesh): [Read-Write] Soft Object Path to the mesh to sample from. Will be loaded.synchronous_load
(bool): [Read-Write]triangle_id_attribute_name
(Name): [Read-Write]use_color_channel_as_density
(bool): [Read-Write] Will extract the color channel into the density.use_seed
(bool): [Read-Only] By default, settings won’t use a seed. Set this bool to true in the child ctor to allow edition and use it.uv_attribute_name
(Name): [Read-Write]uv_channel
(int32): [Read-Write]voxel_size
(float): [Read-Write] Size of a voxel for the voxelization.voxelize
(bool): [Read-Write] Enable voxelisation as a preparation pass. Can be more expensive given the VoxelSize.
- property color_channel_as_density: PCGColorChannel¶
[Read-Write]
- Type:
- property non_uniform_sampling_options: GeometryScriptNonUniformPointSamplingOptions¶
[Read-Write]
- property point_steepness: float¶
[Read-Write] Each PCG point represents a discretized, volumetric region of world space. The points’ Steepness value [0.0 to 1.0] establishes how “hard” or “soft” that volume will be represented. From 0, it will ramp up linearly increasing its influence over the density from the point’s center to up to two times the bounds. At 1, it will represent a binary box function with the size of the point’s bounds.
- Type:
(float)
[Read-Write] Post-processing pass after voxelization to remove hidden triangles.
- Type:
(bool)
- property requested_lod_type: GeometryScriptLODType¶
[Read-Write] LOD type to use when creating DynamicMesh from specified StaticMesh.
- Type:
- property sampling_method: PCGMeshSamplingMethod¶
[Read-Write]
- Type:
- property sampling_options: GeometryScriptMeshPointSamplingOptions¶
[Read-Write] Poisson Sampling parameters
- property static_mesh: StaticMesh¶
[Read-Write] Soft Object Path to the mesh to sample from. Will be loaded.
- Type: