Class ImportanceSamplingLibrary
Importance Sampling Library
Inheritance
System.Object
ImportanceSamplingLibrary
Inherited Members
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Assembly: UE4DotNet.dll
Syntax
public class ImportanceSamplingLibrary : BlueprintFunctionLibrary
Properties
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DefaultObject
Get UE4 Default Object for this Class
Declaration
public static ImportanceSamplingLibrary DefaultObject { get; }
Property Value
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StaticClass
Declaration
public static Class StaticClass { get; }
Property Value
Methods
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BreakImportanceTexture(ImportanceTexture)
Get texture used to create an ImportanceTexture object
@
Declaration
public static (Texture2D, byte) BreakImportanceTexture(ImportanceTexture ImportanceTexture)
Parameters
Returns
| Type |
Description |
| System.ValueTuple<Texture2D, System.Byte> |
|
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ImportanceSample(ImportanceTexture, Vector2D, Int32, Single)
Distribute sample points proportional to Texture2D luminance.
Declaration
public static (Vector2D, LinearColor, float, float) ImportanceSample(ImportanceTexture Texture, Vector2D Rand, int Samples, float Intensity)
Parameters
Returns
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MakeImportanceTexture(Texture2D, Byte)
Create an FImportanceTexture object for texture-driven importance sampling from a 2D RGBA8 texture
@
Declaration
public static ImportanceTexture MakeImportanceTexture(Texture2D Texture, byte WeightingFunc)
Parameters
| Type |
Name |
Description |
| Texture2D |
Texture |
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| System.Byte |
WeightingFunc |
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Returns
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New(UObject, Name)
Spawn an object of this class
Declaration
public static ImportanceSamplingLibrary New(UObject obj = null, Name name = default(Name))
Parameters
Returns
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NextSobolCell2D(Int32, Int32, Vector2D)
Declaration
public static Vector2D NextSobolCell2D(int Index, int NumCells, Vector2D PreviousValue)
Parameters
| Type |
Name |
Description |
| System.Int32 |
Index |
|
| System.Int32 |
NumCells |
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| Vector2D |
PreviousValue |
|
Returns
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NextSobolCell3D(Int32, Int32, Vector)
Declaration
public static Vector NextSobolCell3D(int Index, int NumCells, Vector PreviousValue)
Parameters
| Type |
Name |
Description |
| System.Int32 |
Index |
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| System.Int32 |
NumCells |
|
| Vector |
PreviousValue |
|
Returns
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NextSobolFloat(Int32, Int32, Single)
Declaration
public static float NextSobolFloat(int Index, int Dimension, float PreviousValue)
Parameters
| Type |
Name |
Description |
| System.Int32 |
Index |
|
| System.Int32 |
Dimension |
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| System.Single |
PreviousValue |
|
Returns
| Type |
Description |
| System.Single |
|
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RandomSobolCell2D(Int32, Int32, Vector2D, Vector2D)
Declaration
public static Vector2D RandomSobolCell2D(int Index, int NumCells, Vector2D Cell, Vector2D Seed)
Parameters
| Type |
Name |
Description |
| System.Int32 |
Index |
|
| System.Int32 |
NumCells |
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| Vector2D |
Cell |
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| Vector2D |
Seed |
|
Returns
Remarks
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RandomSobolCell3D(Int32, Int32, Vector, Vector)
Declaration
public static Vector RandomSobolCell3D(int Index, int NumCells, Vector Cell, Vector Seed)
Parameters
| Type |
Name |
Description |
| System.Int32 |
Index |
|
| System.Int32 |
NumCells |
|
| Vector |
Cell |
|
| Vector |
Seed |
|
Returns
Remarks
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RandomSobolFloat(Int32, Int32, Single)
Declaration
public static float RandomSobolFloat(int Index, int Dimension, float Seed)
Parameters
| Type |
Name |
Description |
| System.Int32 |
Index |
|
| System.Int32 |
Dimension |
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| System.Single |
Seed |
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Returns
| Type |
Description |
| System.Single |
|
Remarks
Operators
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Implicit(IntPtr to ImportanceSamplingLibrary)
Convert from IntPtr to UObject
Declaration
public static implicit operator ImportanceSamplingLibrary(IntPtr p)
Parameters
| Type |
Name |
Description |
| System.IntPtr |
p |
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Returns