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  • ue4 staticMesh属性记录

    Light Map Resolution

    光照贴图分辨率

    Generate Mesh Distancde Field

    生成网格距离场(一种不怎么消耗性能的阴影)
    http://api.unrealengine.com/CHN/Engine/Rendering/LightingAndShadows/MeshDistanceFields/index.html

    LOD For Collision

    用于复杂的碰撞网格LOD,不会随距离变化而改变

    Specifies which mesh LOD to use for complex (per-poly) collision.
    Sometimes it can be desirable to use a lower poly representation for collision to reduce memory usage, improve performance and behaviour.
    Collision representation does not change based on distance to camera

    Lpv Bias Multiplier

    一个很新的渲染技术
    http://www.cnblogs.com/linyizsh/archive/2010/02/03/1662310.html
    https://docs.unrealengine.com/en-us/Engine/Rendering/LightingAndShadows/LightPropagationVolumes

    Light Map Coordinate Index

    光照贴图坐标索引??

    Distance Field Self Shadow Bias

    距离场自身阴影偏移,可以调整距离场阴影的浓度

    Useful for reducing self shadowing from distance field methods when using world position offset to animate the mesh's vertices

    Support Uniformly Distributed Sampling

    支持匀均分布采样
    网格支持在固定时间内均匀分布的采样,内存成本为8字节每三角形。实例使用是均匀生成的粒子。

    Mesh supports uniformly distributed sampling in constant time.
    Memory cost is 8 bytes per triangle.
    Example usage is uniform spawning of particles.

    Allow CPUAccess

    如果为真,将保持几何数据CPU可访问的烘培生成,而不是上传到GPU内存。释放它从CPU内存。
    如果希望在熟能生成的运行时访问CPU上的StaticMesh几何数据(例如,将StaticMesh转换为Proce.lMeshComponent),则需要这样做

    If true, will keep geometry data CPU-accessible in cooked builds, rather than uploading to GPU memory and releasing it from CPU memory.
    This is required if you wish to access StaticMesh geometry data on the CPU at runtime in cooked builds (e.g. to convert StaticMesh to ProceduralMeshComponent)

    LOD For Occluder Mesh

    指定哪些网格LOD用作软件遮挡的遮挡器几何形状。
    设置为-1不使用此网格作为封堵器

    Specifies which mesh LOD to use as occluder geometry for software occlusion
    Set to -1 to not use this mesh as occluder

    边界扩展

    Positive Bounds Extension 正边界扩展
    Negative Bounds Extension 负边界扩展
    在编辑器内选Bounds可以看出效果

    Asset User Data

    用户数据资源
    储存用户数据数组和资源,例如 UDatasmithAssetUserData,UAnimationModifiersAssetUserData,继承UAssetUserData

    Array of user data stored with the asset

    Customized Collision

    用于确定是否在导入时自动生成碰撞

    if the user has modified collision in any way 如果有启以任何方式修改了碰撞
    or
    has custom collision imported 有自定义碰撞导入
    used for determining if to auto generated collision on import 用于确定如果是自动生成碰撞在导入时

    LOD

    有LOD的模型导入时要勾选 Import Mesh LODs选项。
    定义LOD距离属性是ScreenSize,值越大距离越近。

    其他

    UE项目内的模型向不同项目迁移最好用模型导入导出,因其渲染时会报一堆警告,多数警告可以导入导出解决。

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  • 原文地址:https://www.cnblogs.com/mattins/p/9885079.html
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