# struct
FBillboardCloudSettings
No description available.
# Members
Type | Member | Description |
---|---|---|
float | BillboardDensity | Determines how many billboards to create. A large BillboardDensity means that more billboards will be created to represent spatially spread out triangles better. Having a low BillboardDensity means that fewer billboards will be created and the distances from original leaves to billboards will get larger. The range is 0->1. |
EBillboardMode | BillboardMode | Specifies how the impostors should be mapped to the scene. |
uint8 | FavorVerticalPlanes | Determines whether to prioritize generating vertical billboards which means they will be optimized to be viewed from the side. Otherwise, if the geometry in the input scene is mostly facing upwards/downwards then the generated billboards will also be facing upwards/downwards which makes them not well suited to being viewed from the side. |
FFoliageSettings | FoliageSettings | No description available. |
float | GeometricComplexity | Determines the geometric complexity of the billboards. The value range is 0->1, where a value of Zero means that the billboards will be simple and not follow the projection closely. And a value of One means that the geometric complexity will be increased and follow the projection closely. |
int32 | MaxPlaneCount | Determines the maximum billboard count. When this criteria is met, it is not guaranteed that all triangles in the scene have been accurately mapped to a billboard yet. Triangles that have not been mapped to a billboard within the BillboardMaxDeviation distance will be mapped to an existing billboard that best represents the triangle. |
uint8 | TwoSided | Only applicable if BillboardMode: Foliage. Determines if the scene is intended to be viewed from both sides without back face culling. |
uint8 | UseVisibilityWeights | Determines whether to prioritize accurately mapping triangles with higher visibility to billboards. |