unreal.PCGSpatialNoiseSettings

class unreal.PCGSpatialNoiseSettings(outer: Object | None = None, name: Name | str = 'None')

Bases: PCGSettings

Various 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, triggers a breakpoint inside IPCGElement::Execute(). Editor only. Transient.

  • brightness (float): [Read-Write]

  • category (Text): [Read-Write]

  • contrast (float): [Read-Write]

  • debug (bool): [Read-Write]

  • debug_settings (PCGDebugVisualizationSettings): [Read-Write]

  • description (Text): [Read-Write]

  • determinism_settings (PCGDeterminismSettings): [Read-Write]

  • edge_blend_curve_intensity (float): [Read-Write] will makes the falloff harsher or softer

  • edge_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 value

  • edge_mask2d_mode (PCGSpatialNoiseMask2DMode): [Read-Write]

  • enabled (bool): [Read-Write]

  • 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 detail

  • mode (PCGSpatialNoiseMode): [Read-Write] The noise method used

  • random_offset (Vector): [Read-Write] Adds a random amount of offset up to this amount

  • seed (int32): [Read-Write]

  • tiled_voronoi_edge_blend_cell_count (int32): [Read-Write] how many cells around the edge will tile

  • tiled_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 the

  • transform (Transform): [Read-Write] this will apply a transform to the points before calculating noise

  • 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.

  • 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 grid

  • voronoi_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 brightness: float

[Read-Write]

Type:

(float)

property contrast: float

[Read-Write]

Type:

(float)

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:

(PCGSpatialNoiseMask2DMode)

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:

(PCGSpatialNoiseMode)

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:

(Transform)

property value_target: PCGAttributePropertyOutputNoSourceSelector

[Read-Write] The output attribute name to write, if not ‘None’

Type:

(PCGAttributePropertyOutputNoSourceSelector)

property voronoi_cell_id_target: PCGAttributePropertyOutputNoSourceSelector

[Read-Write] The output attribute name to write the voronoi cell id, if not ‘None’

Type:

(PCGAttributePropertyOutputNoSourceSelector)

property voronoi_cell_randomness: float

[Read-Write] the less random this is, the more it returns to being a grid

Type:

(double)

property voronoi_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

Type:

(bool)