unreal.UsdMeshAssetOptions
¶
- class unreal.UsdMeshAssetOptions(use_payload=False, payload_format='', bake_materials=False, remove_unreal_materials=False, material_baking_options=[[[MaterialProperty.MP_BASE_COLOR, False, [0, 0], False, 0.0], [MaterialProperty.MP_METALLIC, False, [0, 0], False, 0.0], [MaterialProperty.MP_SPECULAR, False, [0, 0], False, 0.0], [MaterialProperty.MP_ROUGHNESS, False, [0, 0], False, 0.0], [MaterialProperty.MP_ANISOTROPY, False, [0, 0], False, 0.0], [MaterialProperty.MP_EMISSIVE_COLOR, False, [0, 0], False, 0.0], [MaterialProperty.MP_OPACITY, False, [0, 0], False, 0.0], [MaterialProperty.MP_OPACITY_MASK, False, [0, 0], False, 0.0], [MaterialProperty.MP_NORMAL, False, [0, 0], False, 0.0], [MaterialProperty.MP_TANGENT, False, [0, 0], False, 0.0], [MaterialProperty.MP_SUBSURFACE_COLOR, False, [0, 0], False, 0.0], [MaterialProperty.MP_AMBIENT_OCCLUSION, False, [0, 0], False, 0.0]], [128, 128], ['']], lowest_mesh_lod=0, highest_mesh_lod=7)¶
Bases:
unreal.StructBase
Usd Mesh Asset Options
C++ Source:
Plugin: USDImporter
Module: USDExporter
File: USDAssetOptions.h
Editor Properties: (see get_editor_property/set_editor_property)
bake_materials
(bool): [Read-Write] Bake Materials: Whether to bake the mesh’s assigned material and export these as separate UsdPreviewSurface assetshighest_mesh_lod
(int32): [Read-Write] Highest Mesh LOD: Highest of the LOD indices to export static and skeletal meshes withlowest_mesh_lod
(int32): [Read-Write] Lowest Mesh LOD: Lowest of the LOD indices to export static and skeletal meshes with (use 0 for full detail)material_baking_options
(UsdMaterialBakingOptions): [Read-Write] Material Baking Optionspayload_format
(str): [Read-Write] Payload Format: USD format to use for exported payload filesremove_unreal_materials
(bool): [Read-Write] Remove Unreal Materials: Whether to remove the ‘unrealMaterial’ attribute after binding the corresponding baked materialuse_payload
(bool): [Read-Write] Use Payload: If true, the mesh data is exported to yet another “payload” file, and referenced via a payload composition arc
- property bake_materials¶
[Read-Write] Bake Materials: Whether to bake the mesh’s assigned material and export these as separate UsdPreviewSurface assets
- Type
(bool)
- property highest_mesh_lod¶
[Read-Write] Highest Mesh LOD: Highest of the LOD indices to export static and skeletal meshes with
- Type
(int32)
- property lowest_mesh_lod¶
[Read-Write] Lowest Mesh LOD: Lowest of the LOD indices to export static and skeletal meshes with (use 0 for full detail)
- Type
(int32)
- property material_baking_options¶
[Read-Write] Material Baking Options
- Type
- property payload_format¶
[Read-Write] Payload Format: USD format to use for exported payload files
- Type
(str)