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struct FReductionSettings

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Members

TypeMemberDescription
uint8AllowDegenerateTexCoordsThe AllowDegenerateTexCoords flag. If true, texture coordinates are allowed to become degenerate (triangles can have 0 area in texture space). This may sometimes look better, but if tangent space normals are used, tangent spaces may become degenerate.
uint8CreateGeomorphGeometryThe CreateGeomorphGeometry value. If set, the reducer will create a GeometryData object that is a morphed version of the original GeometryData, that can be used to morph between the original geometry and the reduced geometry. Should not be used together with TJunctionRemover, NormalRecalculation or Material LOD.
floatCurvatureImportanceThis importance is deprecated and disabled.
EDataCreationPreferencesDataCreationPreferencesThe flag that specifies how big 'freedom' Simplygon has when it comes to altering vertex/triangle data. Allowing more altered data means it will be easier to create good looking LODs, but without altered data it will be easier to keep the memory-usage in the LOD-chain more optimized. Note: When using OnlyUseOriginalData, the geometry being reduced can not have a node transformation matrix other than the identity matrix.
floatEdgeSetImportanceThe importance value of user selected edges. Can be used when a Boolean UserCornerField with the name SgEdgeSelectionSet is added to the Geometry. The importance is relative to the values of the other mesh features (or disabling an importance entirely by setting it to 0). A higher number means higher importance. Default is 1.0
uint8GenerateGeomorphDataThe flag for if the reduction process should store geomorph data in the processed GeometryData object. This data is an array with same size as the vertexcount was before the reduction process, and will have the coordinates for each vertex on its corresponding position on the reduced GeometryData surface. Can be used to give smooth transition from a highlevel LOD to a lowlevel LOD. This array can be accessed with the GeometryData custom field 'SgMappedVertexCoords'.
floatGeometryImportanceThe importance value of the position of the vertices and triangles of the Geometry, or the silhouette of the Geometry. The importance is relative to the values of the other mesh features (or disabling an importance entirely by setting it to 0). A higher number means higher importance. Default is 1.0
floatGroupImportanceThe importance value of the boundary between triangles from different sub-geometries. The importance is relative to the values of the other mesh features (or disabling an importance entirely by setting it to 0). A higher number means higher importance. Default is 1.0
floatInwardMoveMultiplierThe inward move multiplier, how much the mesh is allowed to shrink its silhouette perimeter.
uint8KeepSymmetryThe KeepSymmetry flag. If set, the reducer will detect symmetric features, and retain symmetry during processing. Please note that for a geometry to be considered symmetrical, also the texture coordinates must be mirrored.
uint8KeepUnprocessedSceneMeshesIf false, the processor will remove all geometry and scene meshes which were not selected for processing from the scene. If true, only the geometry in the ProcessSelectionSet will be replaced or updated, while the rest of the scene tree is kept intact. New geometry is always added as the last child of the scene root. If generating a mappingimage to cast materials, new materialIds will also be appended to the end of the old material table instead of replacing the old ones.
uint8LockGeometricBorderIf set, will lock the geometric border of the geometry, and not reduce at all. This setting might be useful if the geometry needs to fit a neighbor geometry, but will reduce overall reduction quality (geometric quality over reduction ratio)
floatMaterialImportanceThe importance value of the boundary between triangles with different materials. For example, if triangles with a metallic material are connected to triangles with a wood material, this setting will determine how important it is to keep the border between them intact. The importance is relative to the values of the other mesh features (or disabling an importance entirely by setting it to 0). A higher number means higher importance. Default is 1.0
floatMaxEdgeLengthThe maximum length of the triangles edges after reduction. Can be used to limit output triangle size.
uint8MergeGeometriesThe processor will merge all the geometries in the scene into a single geometry if MergeGeometries is enabled.
floatOutwardMoveMultiplierThe outward move multiplier, how much the mesh is allowed to grow its silhouette perimeter.
intProcessSelectionSetIDWhich selection set should be processed. If set to -1, all geometries in the scene will be processed. If both selection set name and ID are set, the name will be used.
class FStringProcessSelectionSetNameWhich selection set should be processed. If the name is not found, all geometries in the scene will be processed. If both selection set name and ID are set, the name will be used.
EReductionHeuristicsReductionHeuristicsThe flag that decides how precise the reducer will be during the mesh reduction. Fast -> Reducer will be faster, but onscreensize and trianglecount will not match perfectly. Consistent -> Reducer will be slower, but onscreensize and trianglecount will consistently give matching results.
floatReductionTargetMaxDeviationThe MaxDeviation value, the maximum surface-deviation between the reduced geometry and the original.
uint8ReductionTargetMaxDeviationEnabledEnable max deviation as a reduction target. The reducer will stop when the set max deviation has been reached.
intReductionTargetOnScreenSizeThe OnScreenSize value, used to calculate the maximum surface-deviation allowed, by assuming errors less than 1 pixel onscreen will not be noticeable.
uint8ReductionTargetOnScreenSizeEnabledEnable on screen size as a reduction target. The reducer will stop when the set on screen size has been reached.
EReductionTargetStopConditionReductionTargetStopConditionThe stop condition for the reducer. Any -> the reducer will stop when any single one of the set reduction targets have been reached. All -> the reducer will stop when all enabled reduction targets have been set.
intReductionTargetTriangleCountThe wanted triangle count. The range is 0->inf.
uint8ReductionTargetTriangleCountEnabledEnable triangle count as a reduction target. The reducer will stop when the set triangle count has been reached.
floatReductionTargetTriangleRatioThe wanted reduction ratio. The range is 0->1.
uint8ReductionTargetTriangleRatioEnabledEnable triangle ratio as a reduction target. The reducer will stop when the set triangle-ratio has been reached.
floatShadingImportanceThe importance value of the vertex-normals of the Geometry, both the sharp edges, as well as how the normals interpolate over the surface of the triangles. The importance is relative to the values of the other mesh features (or disabling an importance entirely by setting it to 0). A higher number means higher importance. Default is 1.0
floatSkinningImportanceThe importance value of the bone-weights of the vertices. The more impact a vertex has on the skinning of the Geometry (for example, vertices close to joints), the more likely it is to be kept. The importance is relative to the values of the other mesh features (or disabling an importance entirely by setting it to 0). A higher number means higher importance. Default is 1.0
ESymmetryAxisSymmetryAxisSet what axis to be used for symmetry calculations.
floatSymmetryDetectionToleranceThe tolerance used when detecting symmetry. Values in the ranges 1e-5 to 1e-3 will usually produce good results. This specific tolerance corresponds to the off-plane tolerance, ie. the tolerance of the coordinate components that are not the symmetry axis. The in-plane tolerance is always 10 times the off-plane tolerance. This value is relative to the size of the Geometry, so 0.01 would mean 1% of the bounding box size of the Geometry.
floatSymmetryOffsetSet SymmetryOffset, the position on the symmetry axis where the symmetry plane is placed.
floatTextureImportanceThe importance value of the UV coordinates of the Geometry, both the boundary of the UV charts, as well as the UV stretch across the triangles. The importance is relative to the values of the other mesh features (or disabling an importance entirely by setting it to 0). A higher number means higher importance. Default is 1.0
uint8UseAutomaticSymmetryDetectionThe AutomaticSymmetryDetection flag. If set, and KeepSymmetry is on, the reducer will detect any X,Y,Z symmetry plane and will override any user set symmetry plane with the detected one. If no symmetry is found, KeepSymmetry will be turned off before reduction.
uint8UseHighQualityNormalCalculationSet to true and the reducer will do a much more precise way of calculating the vertex normals. It will however be slower. Set to false and it will do a much more rough estimation of what the vertex normals will look like, but faster.
uint8UseSymmetryQuadRetriangulatorThe UseSymmetryQuadRetriangulator flag. If true, and KeepSymmetry is on, any triangles that have been triangulated from symmetrical quads into unsymmetrical triangles are detected and fixed. The edges of said triangles are flipped across the old quad so that the mesh becomes symmetrical again.
floatVertexColorImportanceThe importance value of the vertex-colors of the Geometry, both the boundary between triangles with different colors, as well as how the colors interpolate over the surface of the triangles. The importance is relative to the values of the other mesh features (or disabling an importance entirely by setting it to 0). A higher number means higher importance. Default is 1.0

Methods

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StaticStruct