Class Process
Inheritance
Namespace:
Syntax
Methods
decimateTargetBake
Automatically decimates a selection of meshes, using as a target a triangle count or a ratio (reduction percentage), and bakes Normals information into a texture (plus other textures).
Declaration
process.decimateTargetBake(occurrences, decimationTargetType, bakingOptions, overrideExistingUV=True)
Parameters
Type | Name | Description |
---|---|---|
OccurrenceList | occurrences | Occurrences to process |
DecimateOptionsSelector | decimationTargetType | |
BakeOptions | bakingOptions | Option maps baking |
Boolean | overrideExistingUV | Override the original UV or not |
generateLODChain
Automatically generates LODs for the current selection.
Declaration
process.generateLODChain(occurrences, decimationStrategy)
Parameters
Type | Name | Description |
---|---|---|
OccurrenceList | occurrences | Scene paths of components to process |
DecimationStrategy | decimationStrategy | The decimation strategy |
generateLODChainQuality
Automatically generates LODs for the current selection.
Declaration
process.generateLODChainQuality(occurrences, decimateParametersList=[DecimateParameters(1., 0.1, 5.), DecimateParameters(3., 1., 10.)])
Parameters
Type | Name | Description |
---|---|---|
OccurrenceList | occurrences | Scene paths of components to process |
DecimateParametersList | decimateParametersList | The list of all LOD decimate parameters |
generateLODChainTarget
Automatically generates LODs for the current selection, using the decimate to target algorithm.
Declaration
process.generateLODChainTarget(occurrences, UVImportance=0, ProtectTopology=False, LODLevels=[algo.DecimationRatio(50), algo.DecimationRatio(25)])
Parameters
Type | Name | Description |
---|---|---|
OccurrenceList | occurrences | Scene paths of components to process |
UVImportanceEnum | UVImportance | |
Boolean | ProtectTopology | |
DecimationRatioList | LODLevels | The list of all LOD decimate parameters |
generatePhantomMesh
Automatically generates one unique optimized mesh out of the models in the scene, with material(s).
Declaration
process.generatePhantomMesh(occurrences, generateDiffuseMap=["Yes", BakeDiffuseOptions(1024, 1)])
Parameters
Type | Name | Description |
---|---|---|
OccurrenceList | occurrences | Occurrences to process |
GenerateDiffuseMap | generateDiffuseMap |
proxyFromMeshes
Automatically generates a Proxy Mesh out of a selection of meshes, with optional automatic textures generation.
Declaration
process.proxyFromMeshes(occurrences, gridResolution, generateTextures, transferAnimations, keepOriginalMesh) -> scene.Occurrence
Parameters
Type | Name | Description |
---|---|---|
OccurrenceList | occurrences | Occurrences to process |
Int | gridResolution | Resolution of the voxel grid used to generated the proxy |
BakeOptionSelector | generateTextures | Option maps baking |
Bool | transferAnimations | If false, skinned animations will be lost |
Bool | keepOriginalMesh | If true, does not delete original mesh at the end of the process |
Returns
Type | Description |
---|---|
Occurrence | The generated proxy mesh |
proxyFromPointCloud
Automatically generates a Proxy Mesh out of a selection of Point Cloud, with optional automatic diffuse texture generation.
Declaration
process.proxyFromPointCloud(occurrences, gridResolution, generateDiffuseTexture, keepOriginalPointCloud) -> scene.Occurrence
Parameters
Type | Name | Description |
---|---|---|
OccurrenceList | occurrences | Occurrences to process |
Int | gridResolution | Resolution of the voxel grid used to generated the proxy |
GenerateDiffuseMap | generateDiffuseTexture | Baking options |
Bool | keepOriginalPointCloud | If true, does not delete original point cloud at the end of the process |
Returns
Type | Description |
---|---|
Occurrence | The generated proxy mesh |
runGenericProcess
Automatically creates optimized meshes out of any 3D model (mesh or CAD).
Declaration
process.runGenericProcess(overrideExistingUVs=False, repackUVs=False)
Parameters
Type | Name | Description |
---|---|---|
Boolean | overrideExistingUVs | If True, UVs for channel 0 will be recreated (algo GenerateUVonAABB , size=100) |
Boolean | repackUVs | If True, UVs for Channel 1 will be automatically repacked. Do not use if the original UV layout is fine (meshes already properly UVed). |