COvenBakeConfig_Mesh
Used for mesh resources.
Applied to: *.fbx
Property name | Default value | Description |
All common properties, see COvenBakeConfig_Base | ||
Scale | 1.0 | Global import scale. For example, if your mesh has been exported in centimeters, but your project is in meters, set this to 0.01 |
Endianness | LittleEndian | Can be any of the following:
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CustomAxisSystem | None | Overrides the default axis-system to bake the mesh into
Note that if the axis system of the resource does not match the axis-system of the runtime loading it, the mesh data will undergo a runtime axis-system conversion at load-time. |
Geometry | ||
ImportGeometry | true | If disabled, will not build any geometry (usually disabled for FBX files that only contain an animation path and no geom). |
GeometryCompression | None | Determines which compression algorithm should be used to compress geometry
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Positions | Type_F32 | Vertex-format in which vertex positions should be stored.
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Normals | Type_F32 | Vertex-format in which vertex normals should be stored.
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Tangents | None | Vertex-format in which vertex tangents should be stored.
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Texcoords | Type_F32 | Vertex-format in which vertex UV coordinates should be stored.
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UseTriangleStrips | false | If disabled, will import triangle indices as regular 3-indices per triangle. If enabled, will generate triangle strips for the whole mesh. |
RebuildNormals | false | If enabled, will ignore the normals stored in the original mesh, and rebuild them from scratch using mesh geometry. |
Animation | ||
ImportAnimation | false | If enabled, will import animations. |
ImportSkeleton | false | If enabled, will import the skeleton (required for skeletal animations). |
UseAnimFrameBind | false | Define the bind pose as the first frame of the animation. |
OptimizeForCPUSkinning | false | Enable this for faster CPU skinning. Will reorder vertices in the mesh. Do not check this if you expect the vertices to be in a precise order. |
MaxBonesPerVertex | 8 | Maximum number of bones per vertex. Min=1, Max=256. |
BoneWeightDiscardTreshold | 0.0 | Treshold below which vertex bone weights will be discarded and set to zero. |
RemapToZero | true | Enable this to avoid your animation offset and make it start at zero. |
Sampling | ||
WriteAccelSampling | true | If disabled, will not build the sampling acceleration structures. If enabled, they will be built and stored in mesh file, making the file larger on-disk. NOTE: if you don’t build the acceleration structures, and still use mesh surface or volume sampling, they will be built on-the-fly at runtime, and produce a small performance hit. |
Intersection & Projection | ||
WriteKdTree | true | If disabled, will not build the KdTree. Note: if you don’t build the KdTree, you won’t be able to use some specific features such as ray intersections or projection on this mesh. |
KdTree_Compression | FastLZ | Controls how the KdTree gets compressed.
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KdTree_FastBuild | false | If enabled, will use a much simpler, lower quality, and faster KdTree construction algorithm. |
KdTree_MaxNodeVerticesBeforeSplit | 15 | Maximum number of vertices a node is allowed to contain before being subdivided. |
KdTree_MaxDepth | 32 | Maximum depth the KdTree branches are allowed to reach. |
KdTree_MinNodeExtent | 1.0e-6 | Smallest node size before no more splits happen. |
KdTree_NodeTraversalCost | 0.1 | Heuristic weight : abstract cost of traversing a node at runtime. |
KdTree_TriangleIntersectionCost | 1.0 | Heuristic weight : abstract cost of processing a mesh triangle at runtime. |
UVToPCoords | ||
WriteAccelUV2PC | false | If disabled, will not build the UV to PCoords acceleration structures. If enabled, they will be built and stored in mesh file, making the file larger on-disk. NOTE: if you don’t build the acceleration structures, and still use UV to PCoords sampling, they will be built on-the-fly at runtime, and produce a potentially large performance hit. |
AccelUV2PC_MaxDepth | 10 | Maximum depth the quadtree branches are allowed to reach. |
AccelUV2PC_MaxLeafTriangles | 4 | Maximum number of triangles a quadtree leaf is allowed to contain before being subdivided. |