unreal.GroomCreateStrandsTexturesOptions

class unreal.GroomCreateStrandsTexturesOptions(outer: Optional[Object] = None, name: Union[Name, str] = 'None')

Bases: Object

Groom Create Strands Textures Options

C++ Source:

  • Plugin: HairStrands

  • Module: HairStrandsCore

  • File: GroomCreateStrandsTexturesOptions.h

Editor Properties: (see get_editor_property/set_editor_property)

  • group_index (Array[int32]): [Read-Write] Group Index: Groom index which should be baked into the textures. When the array is empty, all groups will be included (Default).

  • lod_index (int32): [Read-Write] LODIndex: LOD of the mesh, on which the texture projection is done

  • mesh_type (StrandsTexturesMeshType): [Read-Write] Mesh Type: Select which mesh should be used for tracing

  • resolution (int32): [Read-Write] Resolution: Resolution of the output texture maps (tangent, coverage, …)

  • section_index (int32): [Read-Write] Section Index: Section of the mesh, on which the texture projection is done

  • skeletal_mesh (SkeletalMesh): [Read-Write] Skeletal Mesh: Mesh on which the groom strands will be projected on. If non empty, the skeletal mesh will be used for generating the textures.

  • static_mesh (StaticMesh): [Read-Write] Static Mesh: Mesh on which the groom strands will be projected on. If non empty and if the skeletal mesh entry is empty, the static mesh will be used for generating the textures.

  • trace_distance (float): [Read-Write] Trace Distance: Distance from the mesh surface until hair are projected onto the mesh.

  • trace_type (StrandsTexturesTraceType): [Read-Write] Trace Type: Direction in which the tracing will be done: either from the mesh’s surface to the outside, or from the mesh’s surface to the inside.

  • uv_channel_index (int32): [Read-Write] UVChannel Index: UV channel to use

property group_index: Array[int]

[Read-Write] Group Index: Groom index which should be baked into the textures. When the array is empty, all groups will be included (Default).

Type:

(Array[int32])

property lod_index: int

[Read-Write] LODIndex: LOD of the mesh, on which the texture projection is done

Type:

(int32)

property mesh_type: StrandsTexturesMeshType

[Read-Write] Mesh Type: Select which mesh should be used for tracing

Type:

(StrandsTexturesMeshType)

property resolution: int

[Read-Write] Resolution: Resolution of the output texture maps (tangent, coverage, …)

Type:

(int32)

property section_index: int

[Read-Write] Section Index: Section of the mesh, on which the texture projection is done

Type:

(int32)

property skeletal_mesh: SkeletalMesh

[Read-Write] Skeletal Mesh: Mesh on which the groom strands will be projected on. If non empty, the skeletal mesh will be used for generating the textures.

Type:

(SkeletalMesh)

property static_mesh: StaticMesh

[Read-Write] Static Mesh: Mesh on which the groom strands will be projected on. If non empty and if the skeletal mesh entry is empty, the static mesh will be used for generating the textures.

Type:

(StaticMesh)

property trace_distance: float

[Read-Write] Trace Distance: Distance from the mesh surface until hair are projected onto the mesh.

Type:

(float)

property trace_type: StrandsTexturesTraceType

[Read-Write] Trace Type: Direction in which the tracing will be done: either from the mesh’s surface to the outside, or from the mesh’s surface to the inside.

Type:

(StrandsTexturesTraceType)

property uv_channel_index: int

[Read-Write] UVChannel Index: UV channel to use

Type:

(int32)