unreal.HairGroupDesc?

class unreal.HairGroupDesc(hair_count=0, guide_count=0, hair_length=0.0, hair_width=0.0, hair_root_scale=1.0, hair_tip_scale=1.0, hair_clip_length=1.0, hair_shadow_density=1.0, hair_raytracing_radius_scale=1.0, lod_average_vertex_per_pixel=3.0, lod_bias=0.0, use_stable_rasterization=False, scatter_scene_lighting=False)?

Bases: unreal.StructBase

Hair Group Desc

C++ Source:

  • Plugin: HairStrands
  • Module: HairStrandsCore
  • File: GroomDesc.h

Editor Properties: (see get_editor_property/set_editor_property)

  • guide_count (int32): [Read-Only] Number of simulation guides within this hair group.
  • hair_clip_length (float): [Read-Write] Normalized hair clip length, i.e. at which length hair will be clipped. 1 means no clipping. 0 means hairs are fully clipped
  • hair_count (int32): [Read-Only] Number of hairs within this hair group.
  • hair_length (float): [Read-Only] Length of the longest hair strands
  • hair_raytracing_radius_scale (float): [Read-Write] Scale the hair geometry radius for ray tracing effects (e.g. shadow)
  • hair_root_scale (float): [Read-Write] Scale the hair width at the root
  • hair_shadow_density (float): [Read-Write] Override the hair shadow density factor (unit less).
  • hair_tip_scale (float): [Read-Write] Scale the hair with at the tip
  • hair_width (float): [Read-Write] Hair width (in centimeters)
  • lod_average_vertex_per_pixel (float): [Read-Write] The targeted budget of hair vertex per pixel. Cluster strands will be decimated based on that. Used when r.HairStrands.Cluster.Culling = 1.
  • 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.
  • 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.
guide_count?

(int32) – [Read-Only] Number of simulation guides within this hair group.

hair_clip_length?

(float) – [Read-Write] Normalized hair clip length, i.e. at which length hair will be clipped. 1 means no clipping. 0 means hairs are fully clipped

hair_count?

(int32) – [Read-Only] Number of hairs within this hair group.

hair_length?

(float) – [Read-Only] Length of the longest hair strands

hair_raytracing_radius_scale?

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

hair_root_scale?

(float) – [Read-Write] Scale the hair width at the root

hair_shadow_density?

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

hair_tip_scale?

(float) – [Read-Write] Scale the hair with at the tip

hair_width?

(float) – [Read-Write] Hair width (in centimeters)

lod_average_vertex_per_pixel?

(float) – [Read-Write] The targeted budget of hair vertex per pixel. Cluster strands will be decimated based on that. Used when r.HairStrands.Cluster.Culling = 1.

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

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.