Adds a node that create a 'MeshProxySettings' from its members
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Screen Size
Integer
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Screen size of the resulting proxy mesh in pixels |
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Overide Spatial Sampling Distance
Float
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Override when converting multiple meshes for proxy LOD merging. Warning, large geometry with small sampling has very high memory costs |
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Material Settings
Material Proxy Settings Structure
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Material simplification |
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Merge Distance
Float
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Distance at which meshes should be merged together, this can close gaps like doors and windows in distant geometry |
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Unresolved Geometry Color
Color Structure
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Base color assigned to LOD geometry that can't be associated with the source geometry: e.g. doors and windows that have been closed by the Merge Distance |
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Transfer Distance Override
Float
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Override search distance used when discovering texture values for simplified geometry. Useful when non-zero Merge Distance setting generates new geometry in concave corners. |
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Hard Edge Angle
Float
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Angle at which a hard edge is introduced between faces |
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Light Map Resolution
Integer
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Lightmap resolution |
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Normal Calculation Method
EProxyNormalComputationMethod Enum
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Controls the method used to calculate the normal for the simplified geometry |
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Landscape Culling Precision
ELandscapeCullingPrecision Enum
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Level of detail of the landscape that should be used for the culling |
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Calculate Correct LODModel
Boolean
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Determines whether or not the correct LOD models should be calculated given the source meshes and transition size |
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Override Voxel Size
Boolean
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If true, Spatial Sampling Distance will not be automatically computed based on geometry and you must set it directly |
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Override Transfer Distance
Boolean
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Enable an override for material transfer distance |
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Use Hard Angle Threshold
Boolean
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Enable the use of hard angle based vertex splitting |
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Compute Light Map Resolution
Boolean
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If ticked will compute the lightmap resolution by summing the dimensions for each mesh included for merging |
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Recalculate Normals
Boolean
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Whether Simplygon should recalculate normals, otherwise the normals channel will be sampled from the original mesh |
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Use Landscape Culling
Boolean
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Whether or not to use available landscape geometry to cull away invisible triangles |
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Allow Adjacency
Boolean
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Whether to allow adjacency buffers for tessellation in the merged mesh |
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Allow Distance Field
Boolean
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Whether to allow distance field to be computed for this mesh. Disable this to save memory if the merged mesh will only be rendered in the distance. |
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Reuse Mesh Lightmap UVs
Boolean
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Whether to attempt to re-use the source mesh's lightmap UVs when baking the material or always generate a new set. |
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Create Collision
Boolean
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Whether to generate collision for the merged mesh |
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Allow Vertex Colors
Boolean
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Whether to allow vertex colors saved in the merged mesh |
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Generate Lightmap UVs
Boolean
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Whether to generate lightmap uvs for the merged mesh |
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Mesh Proxy Settings
Mesh Proxy Settings Structure
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