# struct
FAmbientOcclusionCasterSettings
No description available.
# Members
Type | Member | Description |
---|---|---|
uint32 | Dilation | The Dilation value. Where applicable, such as colors and normals, the caster will fill empty pixels surrounding filled pixels with values mixed from the filled ones. This setting sets how many pixels to fill outside the original filled pixels. |
EDitherType | DitherType | The type of dithering to use when creating the output object. |
EFillMode | FillMode | 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. |
FString | MaterialChannel | The name of the input material channel to cast. Existing user channels of any arbitrary name in the input materials can be cast. |
float | OcclusionFalloff | How far away a surface has to be from another surface to generate no occlusion. Only applicable if SimpleOcclusionMode is off. |
float | OcclusionMultiplier | This is just a basic intensity scaler. Higher is 'darker'. |
FString | OpacityChannel | The name of the input opacity channel to use for combining layers in most casters and casting opacity in the opacitycaster. User channels of any arbitrary name can be used. |
EOpacityChannelComponent | OpacityChannelComponent | The component in the opacity channel to use as opacity value. |
EOutputDDSCompressionType | OutputDDSCompressionType | DDS compression if output format is DDS. |
EOutputImageFileFormat | OutputImageFileFormat | File format for output texture. |
EOutputPixelFormat | OutputPixelFormat | The output pixel format |
uint32 | RaysPerPixel | This determines how many rays are traced per pixel (or subpixel) to evaluate the occlusion. |
uint8 | UseMultisampling | Enable or disable multisampling. |
uint8 | UseSimpleOcclusionMode | If set, occlusion will not scale with distance, each ray will only be either fully occluded or not at all. Speeds up processing time. |