unreal.HairGroupDesc

class unreal.HairGroupDesc(hair_count=0, guide_count=0, hair_length=0.0, hair_width=0.0, hair_root_scale=0.0, hair_tip_scale=0.0, hair_clip_length=0.0, hair_shadow_density=0.0, hair_raytracing_radius_scale=0.0, use_hair_raytracing_geometry=False, lod_bias=0.0, use_stable_rasterization=False, scatter_scene_lighting=False)

Bases: unreal.StructBase

Note: If a new field is added to this struct, think to update GroomComponentDestailsCustomization.cpp to handle override flags

C++ Source:

  • Plugin: HairStrands

  • Module: HairStrandsCore

  • File: GroomDesc.h

Editor Properties: (see get_editor_property/set_editor_property)

  • guide_count (int32): [Read-Only] Number of simulation guides within this hair group.

  • hair_clip_length (float): [Read-Write] Normalized hair clip length, i.e. at which length hair will be clipped. 1 means no clipping. 0 means hairs are fully clipped

  • hair_count (int32): [Read-Only] Number of hairs within this hair group.

  • hair_length (float): [Read-Only] Length of the longest hair strands

  • hair_raytracing_radius_scale (float): [Read-Write] Scale the hair geometry radius for ray tracing effects (e.g. shadow)

  • hair_root_scale (float): [Read-Write] Scale the hair width at the root

  • hair_shadow_density (float): [Read-Write] Override the hair shadow density factor (unit less).

  • hair_tip_scale (float): [Read-Write] Scale the hair with at the tip

  • hair_width (float): [Read-Write] Hair width (in centimeters)

  • lod_bias (float): [Read-Write] Bias the selected LOD. A value >0 will progressively select lower detailed lods. Used when r.HairStrands.Cluster.Culling = 1.

  • scatter_scene_lighting (bool): [Read-Write] Light hair with the scene color. This is used for vellus/short hair to bring light from the surrounding surface, like skin.

  • use_hair_raytracing_geometry (bool): [Read-Write] Enable hair strands geomtry for raytracing

  • use_stable_rasterization (bool): [Read-Write] Insure the hair does not alias. When enable, group of hairs might appear thicker. Isolated hair should remain thin.

property guide_count

[Read-Only] Number of simulation guides within this hair group.

Type

(int32)

property hair_clip_length

[Read-Write] Normalized hair clip length, i.e. at which length hair will be clipped. 1 means no clipping. 0 means hairs are fully clipped

Type

(float)

property hair_count

[Read-Only] Number of hairs within this hair group.

Type

(int32)

property hair_length

[Read-Only] Length of the longest hair strands

Type

(float)

property hair_raytracing_radius_scale

[Read-Write] Scale the hair geometry radius for ray tracing effects (e.g. shadow)

Type

(float)

property hair_root_scale

[Read-Write] Scale the hair width at the root

Type

(float)

property hair_shadow_density

[Read-Write] Override the hair shadow density factor (unit less).

Type

(float)

property hair_tip_scale

[Read-Write] Scale the hair with at the tip

Type

(float)

property hair_width

[Read-Write] Hair width (in centimeters)

Type

(float)

property lod_bias

[Read-Write] Bias the selected LOD. A value >0 will progressively select lower detailed lods. Used when r.HairStrands.Cluster.Culling = 1.

Type

(float)

property scatter_scene_lighting

[Read-Only] Light hair with the scene color. This is used for vellus/short hair to bring light from the surrounding surface, like skin.

Type

(bool)

property use_hair_raytracing_geometry

[Read-Write] Enable hair strands geomtry for raytracing

Type

(bool)

property use_stable_rasterization

[Read-Only] Insure the hair does not alias. When enable, group of hairs might appear thicker. Isolated hair should remain thin.

Type

(bool)