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ue4 staticMesh属性记录

时间:2018-10-31 20:12:02      阅读:1046      评论:0      收藏:0      [点我收藏+]

标签:asi   成本   eal   array   run   数据资源   change   triangle   tor   

General Settings

Light Map Resolution 光照贴图分辨率
Generate Mesh Distancde Field 生成网格距离场(一种不怎么消耗性能的阴影)
http://api.unrealengine.com/CHN/Engine/Rendering/LightingAndShadows/MeshDistanceFields/index.html

LOD For Collision 用于复杂的碰撞网格LOD,不会随距离变化而改变

Specifies which mesh LOD to use for complex (per-poly) collision.
Sometimes it can be desirable to use a lower poly representation for collision to reduce memory usage, improve performance and behaviour.
Collision representation does not change based on distance to camera

Lpv Bias Multiplier 一个很新的渲染技术
http://www.cnblogs.com/linyizsh/archive/2010/02/03/1662310.html
https://docs.unrealengine.com/en-us/Engine/Rendering/LightingAndShadows/LightPropagationVolumes

Light Map Coordinate Index 光照贴图坐标索引??

Distance Field Self Shadow Bias 距离场自身阴影偏移
可以调整距离场阴影的浓度

Useful for reducing self shadowing from distance field methods when using world position offset to animate the mesh‘s vertices

Support Uniformly Distributed Sampling 支持匀均分布采样
网格支持在固定时间内均匀分布的采样。
内存成本为8字节每三角形。
实例使用是均匀生成的粒子。

Mesh supports uniformly distributed sampling in constant time.
Memory cost is 8 bytes per triangle.
Example usage is uniform spawning of particles.

Allow CPUAccess
如果为真,将保持几何数据CPU可访问的烘培生成,而不是上传到GPU内存。释放它从CPU内存。
如果希望在熟能生成的运行时访问CPU上的StaticMesh几何数据(例如,将StaticMesh转换为Proce.lMeshComponent),则需要这样做

If true, will keep geometry data CPU-accessible in cooked builds, rather than uploading to GPU memory and releasing it from CPU memory.
This is required if you wish to access StaticMesh geometry data on the CPU at runtime in cooked builds (e.g. to convert StaticMesh to ProceduralMeshComponent)

LOD For Occluder Mesh
指定哪些网格LOD用作软件遮挡的遮挡器几何形状。
设置为-1不使用此网格作为封堵器

Specifies which mesh LOD to use as occluder geometry for software occlusion
Set to -1 to not use this mesh as occluder

Positive Bounds Extension 正边界扩展
Negative Bounds Extension 负边界扩展
Asset User Data 用户数据资源
储存用户数据数组和资源,例如UDatasmithAssetUserData,UAnimationModifiersAssetUserData,继承UAssetUserData

Array of user data stored with the asset

Collision
walkable slope override
walkable slope Behavior
walkable slope angle

ue4 staticMesh属性记录

标签:asi   成本   eal   array   run   数据资源   change   triangle   tor   

原文地址:https://www.cnblogs.com/mattins/p/9885079.html

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