unreal.HairGroupDesc

class unreal.HairGroupDesc(hair_width: float = 0.0, hair_width_override: bool = False, hair_root_scale: float = 0.0, hair_root_scale_override: bool = False, hair_tip_scale: float = 0.0, hair_tip_scale_override: bool = False, hair_shadow_density: float = 0.0, hair_shadow_density_override: bool = False, hair_raytracing_radius_scale: float = 0.0, hair_raytracing_radius_scale_override: bool = False, use_hair_raytracing_geometry: bool = False, use_hair_raytracing_geometry_override: bool = False, lod_bias: float = 0.0, use_stable_rasterization: bool = False, use_stable_rasterization_override: bool = False, scatter_scene_lighting: bool = False, scatter_scene_lighting_override: bool = False, hair_length_scale: float = 0.0, hair_length_scale_override: bool = False)

Bases: StructBase

Note: If a new field is added to this struct, think to update GroomComponentDestailsCustomization.cpp to handle override flags

C++ Source:

  • Plugin: HairStrands

  • Module: HairStrandsCore

  • File: GroomDesc.h

Editor Properties: (see get_editor_property/set_editor_property)

  • hair_length_scale (float): [Read-Write] When enabled, Length Scale allow to scale the length of the hair.

  • hair_length_scale_override (bool): [Read-Write]

  • hair_raytracing_radius_scale (float): [Read-Write] Scale the hair geometry radius for ray tracing effects (e.g. shadow)

  • hair_raytracing_radius_scale_override (bool): [Read-Write]

  • hair_root_scale (float): [Read-Write] Scale the hair width at the root

  • hair_root_scale_override (bool): [Read-Write]

  • hair_shadow_density (float): [Read-Write] Override the hair shadow density factor (unit less).

  • hair_shadow_density_override (bool): [Read-Write]

  • hair_tip_scale (float): [Read-Write] Scale the hair width at the tip

  • hair_tip_scale_override (bool): [Read-Write]

  • hair_width (float): [Read-Write] Hair width (in centimeters)

  • hair_width_override (bool): [Read-Write]

  • lod_bias (float): [Read-Write] Bias the selected LOD. A value >0 will progressively select lower detailed lods. Used when r.HairStrands.Cluster.Culling = 1.

  • scatter_scene_lighting (bool): [Read-Write] Light hair with the scene color. This is used for vellus/short hair to bring light from the surrounding surface, like skin.

  • scatter_scene_lighting_override (bool): [Read-Write]

  • use_hair_raytracing_geometry (bool): [Read-Write] Enable hair strands geomtry for raytracing

  • use_hair_raytracing_geometry_override (bool): [Read-Write]

  • use_stable_rasterization (bool): [Read-Write] Insure the hair does not alias. When enable, group of hairs might appear thicker. Isolated hair should remain thin.

  • use_stable_rasterization_override (bool): [Read-Write]

property hair_length_scale: float

[Read-Write] When enabled, Length Scale allow to scale the length of the hair.

Type:

(float)

property hair_length_scale_override: bool

[Read-Write]

Type:

(bool)

property hair_raytracing_radius_scale: float

[Read-Write] Scale the hair geometry radius for ray tracing effects (e.g. shadow)

Type:

(float)

property hair_raytracing_radius_scale_override: bool

[Read-Write]

Type:

(bool)

property hair_root_scale: float

[Read-Write] Scale the hair width at the root

Type:

(float)

property hair_root_scale_override: bool

[Read-Write]

Type:

(bool)

property hair_shadow_density: float

[Read-Write] Override the hair shadow density factor (unit less).

Type:

(float)

property hair_shadow_density_override: bool

[Read-Write]

Type:

(bool)

property hair_tip_scale: float

[Read-Write] Scale the hair width at the tip

Type:

(float)

property hair_tip_scale_override: bool

[Read-Write]

Type:

(bool)

property hair_width: float

[Read-Write] Hair width (in centimeters)

Type:

(float)

property hair_width_override: bool

[Read-Write]

Type:

(bool)

property lod_bias: float

[Read-Write] Bias the selected LOD. A value >0 will progressively select lower detailed lods. Used when r.HairStrands.Cluster.Culling = 1.

Type:

(float)

property scatter_scene_lighting: bool

[Read-Only] Light hair with the scene color. This is used for vellus/short hair to bring light from the surrounding surface, like skin.

Type:

(bool)

property scatter_scene_lighting_override: bool

[Read-Write]

Type:

(bool)

property use_hair_raytracing_geometry: bool

[Read-Write] Enable hair strands geomtry for raytracing

Type:

(bool)

property use_hair_raytracing_geometry_override: bool

[Read-Write]

Type:

(bool)

property use_stable_rasterization: bool

[Read-Only] Insure the hair does not alias. When enable, group of hairs might appear thicker. Isolated hair should remain thin.

Type:

(bool)

property use_stable_rasterization_override: bool

[Read-Write]

Type:

(bool)