unreal.AbcNormalGenerationSettings

class unreal.AbcNormalGenerationSettings(force_one_smoothing_group_per_object: bool = False, hard_edge_angle_threshold: float = 0.0, recompute_normals: bool = False, ignore_degenerate_triangles: bool = False, skip_computing_tangents: bool = False)

Bases: 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] Force One Smoothing Group Per Object: Whether or not to force smooth normals for each individual object rather than calculating smoothing groups

  • hard_edge_angle_threshold (float): [Read-Write] Hard Edge Angle Threshold: 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] Ignore Degenerate Triangles: Determines whether or not the degenerate triangles should be ignored when calculating tangents/normals

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

  • skip_computing_tangents (bool): [Read-Write] Skip Computing Tangents: 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: bool

[Read-Write] Force One Smoothing Group Per Object: Whether or not to force smooth normals for each individual object rather than calculating smoothing groups

Type:

(bool)

property hard_edge_angle_threshold: float

[Read-Write] Hard Edge Angle Threshold: 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: bool

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

Type:

(bool)

property recompute_normals: bool

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

Type:

(bool)

property skip_computing_tangents: bool

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

Type:

(bool)