unreal.AbcNormalGenerationSettings

class unreal.AbcNormalGenerationSettings(force_one_smoothing_group_per_object=False, hard_edge_angle_threshold=0.9, recompute_normals=False, ignore_degenerate_triangles=True, skip_computing_tangents=False)

Bases: unreal.StructBase

Abc Normal Generation Settings

C++ Source:

  • Plugin: AlembicImporter

  • Module: AlembicLibrary

  • File: AbcImportSettings.h

Editor Properties: (see get_editor_property/set_editor_property)

  • force_one_smoothing_group_per_object (bool): [Read-Write] Whether or not to force smooth normals for each individual object rather than calculating smoothing groups

  • hard_edge_angle_threshold (float): [Read-Write] Threshold used to determine whether an angle between two normals should be considered hard, closer to 0 means more smooth vs 1

  • ignore_degenerate_triangles (bool): [Read-Write] Determines whether or not the degenerate triangles should be ignored when calculating tangents/normals

  • recompute_normals (bool): [Read-Write] Determines whether or not the normals should be forced to be recomputed

  • skip_computing_tangents (bool): [Read-Write] Determines whether tangents are computed for GeometryCache. Skipping them can improve streaming performance but may cause visual artifacts where they are required

property force_one_smoothing_group_per_object

[Read-Write] Whether or not to force smooth normals for each individual object rather than calculating smoothing groups

Type

(bool)

property hard_edge_angle_threshold

[Read-Write] Threshold used to determine whether an angle between two normals should be considered hard, closer to 0 means more smooth vs 1

Type

(float)

property ignore_degenerate_triangles

[Read-Write] Determines whether or not the degenerate triangles should be ignored when calculating tangents/normals

Type

(bool)

property recompute_normals

[Read-Write] Determines whether or not the normals should be forced to be recomputed

Type

(bool)

property skip_computing_tangents

[Read-Write] Determines whether tangents are computed for GeometryCache. Skipping them can improve streaming performance but may cause visual artifacts where they are required

Type

(bool)