#if USES_PER_INSTANCE_RANDOM || USE_DITHERED_LOD_TRANSITION float RandomID; #endif #if ENABLE_PER_INSTANCE_CUSTOM_DATA uint CustomDataOffset; uint CustomDataCount; #endif #if 1 //NEEDS_LIGHTMAP_COORDINATE // TODO: Fix Me float4 LightMapAndShadowMapUVBias; #endif bool ValidInstance; uint ...
#if USES_PER_INSTANCE_RANDOM || USE_DITHERED_LOD_TRANSITION float RandomID; #endif #if ENABLE_PER_INSTANCE_CUSTOM_DATA uint CustomDataOffset; uint CustomDataCount; #endif #if 1 //NEEDS_LIGHTMAP_COORDINATE // TODO: Fix Me float4 LightMapAndShadowMapUVBias; #endif bool ValidInstance; uint ...
};// Lumen图元classFLumenPrimitive{public:// 世界空间包围盒.FBox WorldSpaceBoundingBox;// 属于此图元的FLumenMeshCards的最大包围盒, 用于早期剔除.floatMaxCardExtent;// 图元实例列表.TArray<FLumenPrimitiveInstance, TInlineAllocator<1>> Instances;// 对应的真实场景的图元信息.FPrimitiveSceneInfo* Primitive...
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This decision, however, comes with a trade-off: although a wide angle helps minimize blur and random point clouds, it might reduce the resolution of the NeRF. However, to maximize the quality of your NeRF model, it's advisable to implement an algorithm that eliminates blurry photos from ...
float4 InstanceOrigin : ATTRIBUTE8; // per-instance random in w half4 InstanceTransform1 : ATTRIBUTE9; // hitproxy.r + 256 * selected in .w half4 InstanceTransform2 : ATTRIBUTE10; // hitproxy.g in .w half4 InstanceTransform3 : ATTRIBUTE11; // hitproxy.b in .w float4 InstanceLight...
*/ void BuildResultsFromEntityTypes(const int32 SpawnCount, TConstArrayView<FMassSpawnedEntityType> EntityTypes, TArray<FMassEntitySpawnDataGeneratorResult>& OutResults) const; protected: int32 GetRandomSelectionSeed() const { return bUseCustomSeed ? RandomSelectionSeed : GFrameNumber; } UPROPERTY(...
接着在材质中,得到PerInstanceCustomData后,进行UnpackBit读取各个位数,还原各个参数 拆分数据使用BitFieldExtractU32位域转换方法,类似的函数解释可点击https://developer.download.nvidia.com/cg/bitfieldExtract.html 该方法为把cuntom data二进制化,向右移index位,再从末位读count个数 ...
(EditInstanceOnly, Category = Random) int32 DefaultWeight = 100; /** the weight of each branch */ UPROPERTY(EditInstanceOnly, Category = Random) TArray<int32> WeightPerBranch; }; #include "BTCompositeNode_Random.h" UBTCompositeNode_Random::UBTCompositeNode_Random(const FObjectInitializer& ...
although a wide angle helps minimize blur and random point clouds, it might reduce the resolution of the NeRF. However, to maximize the quality of your NeRF model, it's advisable to implement an algorithm that eliminates blurry photos from your training data before initiating the training process...