Enums
EBillboardMode
Specifies how the impostors should be mapped to the scene.
Key | Value | Comment |
---|---|---|
OuterShell | 0x00000000 | Prioritize fitting the impostors to the exterior hull of the scene. Better for solid/opaque meshes like buildings/vehicles. |
Foliage | 0x00000001 | The impostors fit to the entire volume of the scene. Better for chaotic meshes that has lots of geometry within its volume, like vegetation. |
EBoneReductionTargetStopCondition
The stop condition for the bone 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.
Key | Value | Comment |
---|---|---|
Any | 0x00000000 | Simplygon will stop as soon as one of the reduction targets has been fulfilled. |
All | 0x00000001 | Simplygon will continue processing until all of the reduction targets have been fulfilled. |
EChartAggregatorMode
Determines which method to use when aggregating the UVs. TextureSizeProportions - Aggregated UV charts will be scaled to keep their relative pixel density relative to all other UV charts. The user can still set the size of the output texture maps. SurfaceArea - Aggregated UV charts will have their size set based on its actual geometrical size. OriginalPixelDensity - The combined atlas will be resized to fit each chart so that all charts retain the same amount of pixels as they originally had. This will override any manually set texture size. UVSizeProportions - Aggregated UV charts will have their size set based on its original UV size, disregarding the size of the texture they are used in.
Key | Value | Comment |
---|---|---|
TextureSizeProportions | 0x00000000 | Aggregated UV charts will be scaled to keep their relative pixel density relative to all other UV charts. The user can still set the size of the output texture maps. |
SurfaceArea | 0x00000001 | Aggregated UV charts will have their size set based on its actual geometrical size. |
OriginalPixelDensity | 0x00000002 | The combined atlas will be resized to fit each chart so that all charts retain the same amount of pixels as they originally had. This will override any manually set texture size. |
UVSizeProportions | 0x00000003 | Aggregated UV charts will have their size set based on its original UV size, disregarding the size of the texture they are used in. |
EComputeVisibilityMode
Specifies the renderer type when computing visibility.
Key | Value | Comment |
---|---|---|
DirectX | 0x00000000 | Use DirectX when computing visibility. |
Software | 0x00000001 | Use a software renderer when computing visibility. |
EDataCreationPreferences
The 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.
Key | Value | Comment |
---|---|---|
OnlyUseOriginalData | 0x00000000 | Vertex and Corner data such as coordinates and normals will be completely re-used from the original Scene. |
PreferOriginalData | 0x00000001 | Vertex coordinates will remaining as they were in the original Scene, but corner normals might be changed if Simplygon decided it will look better. |
PreferOptimizedResult | 0x00000002 | Both vertex coordinates and corner normals will be altered to make the optimized Scene look as good as possible. |
EDitherType
The type of dithering to use when creating the output object.
Key | Value | Comment |
---|---|---|
NoDither | 0x00000000 | Use no dithering |
FloydSteinberg | 0x00000001 | Use Floyd-Steinberg dithering |
JarvisJudiceNinke | 0x00000002 | Use Jarvis, Judice, and Ninke dithering |
Sierra | 0x00000003 | Use Sierra-3 (three row) dithering |
EFillMode
The fill mode determines what to do with the pixels that remain unfilled after both the casting and dilation has been performed. Options are: None = Do not fill remaining pixels Interpolate = linearly interpolate the closest samples NearestNeighbor = use the closest available pixel value without interpolation.
Key | Value | Comment |
---|---|---|
Interpolate | 0x00000000 | linearly interpolate the closest samples |
NearestNeighbor | 0x00000001 | use the closest available pixel value without interpolation |
NoFill | 0x00000002 | Do not fill remaining pixels |
EGeometryDataFieldType
The GeometryDataFieldType setting, which specifies what field type to cast in the GeometryDataCaster.
Key | Value | Comment |
---|---|---|
Coords | 0x00000000 | Per-vertex coordinate data, xyz values (3 items per tuple) |
TexCoords | 0x00000001 | Per-corner texture coords data, uv values (2 items per tuple) |
Normals | 0x00000002 | Per-corner vertex normals data, xyz values (3 items per tuple) |
Tangents | 0x00000003 | Per-corner vertex tangent data, xyz values (3 items per tuple) |
Bitangents | 0x00000004 | Per-corner vertex bitangent data, xyz values (3 items per tuple) |
Colors | 0x00000005 | Per-corner vertex color data, rgba values (4 items per tuple) |
TriangleIds | 0x00000006 | Per-triangle triangle ids, id values, not interpolated. (1 item per tuple) |
MaterialIds | 0x00000007 | Per-triangle material ids, id values, not interpolated. (1 item per tuple) |
EHoleFilling
HoleFilling defines how aggressively the remesher will fill holes and cavities. What this does is to measure the volume and hole opening sizes of concavities in the input geometry and fill them in in the remeshing if the concavity is large enough with a small enough opening. This removes a lot of unnecessary geometry and is recommended to be kept at it's default rather than turning it off, it will in the vast majority of cases have a positive effect on the result.
Key | Value | Comment |
---|---|---|
Disabled | 0x00000000 | No hole filling. |
Low | 0x00000001 | Minor hole filling. |
Medium | 0x00000002 | Moderate amounts of hole filling. |
High | 0x00000003 | Aggressive hole filling. |
EOpacityChannelComponent
The component in the opacity channel to use as opacity value.
Key | Value | Comment |
---|---|---|
Red | 0x00000000 | Red color component |
Green | 0x00000001 | Green color component |
Blue | 0x00000002 | Blue color component |
Alpha | 0x00000003 | Alpha color component |
EOutputDDSCompressionType
DDS compression if output format is DDS.
Key | Value | Comment |
---|---|---|
NoCompression | 0x000000FF | |
BC1 | 0x00000000 | |
BC2 | 0x00000001 | |
BC3 | 0x00000002 | |
BC4 | 0x00000003 | |
BC5 | 0x00000004 |
EOutputImageFileFormat
File format for output texture.
Key | Value | Comment |
---|---|---|
BMP | 0x00000000 | |
DDS | 0x00000001 | |
JPEG | 0x00000002 | |
PNG | 0x00000003 | |
TGA | 0x00000004 | |
TIFF | 0x00000005 |
EOutputOpacityType
The opacity type determines how the opacity channel of this material should be saved. To make (0.0->1.0) map to (transparent-opaque), use 'Opacity'. To make (0.0->1.0) map to (opaque-transparent), use 'Transparency'
Key | Value | Comment |
---|---|---|
Opacity | 0x00000000 | The level of transparency is defined from 0.0->1.0, where 0.0 is fully transparent and 1.0 is fully opaque. |
Transparency | 0x00000001 | The level of transparency is defined from 1.0->0.0, where 1.0 is fully transparent and 0.0 is fully opaque. |
EOutputPixelFormat
The output pixel format
Key | Value | Comment |
---|---|---|
R8G8B8A8 | 0x00000000 | RGBA color channels with 8 bit depth per color channel |
R8G8B8 | 0x00000001 | RGB color channels with 8 bit depth per color channel |
R8 | 0x00000002 | R color channel with 8 bit depth per color channel |
R16G16B16A16 | 0x00000003 | RGBA color channels with 16 bit depth per color channel |
R16G16B16 | 0x00000004 | RGB color channels with 16 bit depth per color channel |
R16 | 0x00000005 | R color channel with 16 bit depth per color channel |
R32G32B32A32F | 0x00000006 | RGBA color channels with 32 bit depth floating point per color channel |
EReductionHeuristics
The 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.
Key | Value | Comment |
---|---|---|
Fast | 0x00000000 | Faster but with less precise calculations. |
Consistent | 0x00000001 | Slower but more accurate. |
EReductionTargetStopCondition
The 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.
Key | Value | Comment |
---|---|---|
Any | 0x00000000 | Simplygon will stop as soon as one of the reduction targets has been fulfilled. |
All | 0x00000001 | Simplygon will continue processing until all of the reduction targets have been fulfilled. |
ERemeshingMode
The remeshing mode, options are Outside, Inside and Manual. RemeshingMode defines if the remeshing processor remeshes the outside or the inside of the input geometry. Manual needs the user to define a position in space that will be considered as outside for the purposes of the remeshing. Position is set with RemeshingModeManualPosition. Hole filling only works with the mode Outside.
Key | Value | Comment |
---|---|---|
Outside | 0x00000000 | Automatically remeshes the outside of the geometry. |
Inside | 0x00000001 | Automatically remeshes the largest inside space of the geometry |
Manual | 0x00000002 | User defines a position in space that will be considered as outside for the purposes of the remeshing. Position is set with RemeshingModeManualPosition |
ESurfaceAreaScale
If multiple UV charts overlap and have the same material, SurfaceAreaScale specifies which of those instances determines the the output scale. It is only valid when the ChartAggregatorMode is SurfaceArea and SeparateOverlappingCharts is false.
Key | Value | Comment |
---|---|---|
LargestInstance | 0x00000000 | If multiple UV charts overlap and have the same material, the largest instance determines the output scale. It is only valid when the ChartAggregatorMode is SurfaceArea and SeparateOverlappingCharts is false. |
SmallestInstance | 0x00000001 | If multiple UV charts overlap and have the same material, the smallest instance determines the output scale. It is only valid when the ChartAggregatorMode is SurfaceArea and SeparateOverlappingCharts is false. |
Average | 0x00000002 | If multiple UV charts overlap and have the same material, the average of all the instances determine the output scale. It is only valid when the ChartAggregatorMode is SurfaceArea and SeparateOverlappingCharts is false. |
ESurfaceTransferMode
The surface transfer mode.
Key | Value | Comment |
---|---|---|
Fast | 0x00000000 | Faster but with less precise calculations. |
Accurate | 0x00000001 | Slower and more accurate. |
ESymmetryAxis
Set what axis to be used for symmetry calculations.
Key | Value | Comment |
---|---|---|
X | 0x00000000 | X axis. |
Y | 0x00000001 | Z axis. |
Z | 0x00000002 | Z axis. |
ETexCoordGeneratorType
Determines which method to use when generating the texture coordinates. Parameterizer generate from scratch based on the geometry. ChartAggregator generate based on the original texture coordinates.
Key | Value | Comment |
---|---|---|
Parameterizer | 0x00000000 | Texture coordinates are generated from scratch based on the geometry. |
ChartAggregator | 0x00000001 | Texture coordinates are generated based on the original texture coordinates. |
EWeightsFromColorComponent
If converting vertex colors to weights, this setting controls which color component is used to create the weights.
Key | Value | Comment |
---|---|---|
Red | 0x00000000 | Red color component |
Green | 0x00000001 | Green color component |
Blue | 0x00000002 | Blue color component |
Alpha | 0x00000003 | Alpha color component |
EWeightsFromColorMode
If converting vertex colors to weights, this setting along with WeightsFromColorMultiplier controls how to map the RGBA intensity between 0-1 to weights. Standard mode maps color intensity [0-1] to vertex weight [1/Multiplier - Multiplier]. High mode maps color intensity [0-1] to vertex weight [1 - Multiplier]. Low mode maps color intensity [0-1] to vertex weight [1/Multiplier - 1].
Key | Value | Comment |
---|---|---|
Standard | 0x00000000 | Maps color intensity [0-1] to vertex weight [1/Multiplier - Multiplier] |
High | 0x00000001 | Maps color intensity [0-1] to vertex weight [1 - Multiplier] |
Low | 0x00000002 | Maps color intensity [0-1] to vertex weight [1/Multiplier - 1] |