enum MAGES::MeshDeformations::UvStorageMode

Overview

Selects how UVs are stored and read when reconstructing the render mesh of a DynamicSoftbodyActor. More…

enum UvStorageMode
{
    PerParticle,
    PerWedge,
};

Detailed Documentation

Selects how UVs are stored and read when reconstructing the render mesh of a DynamicSoftbodyActor.

Enum Values

PerParticle

UVs are stored per particle (particlesUVs). A particle shared between faces has a single UV, so seams collapse. This is the backward-compatible default.

PerWedge

UVs are stored per face-corner (tetCornerUVs, indexed vc*12 + faceSlot*3 + cornerInFace; see WedgeUvLayout). Each boundary face carries its own three corner UVs, so adjacent tetrahedra — and even different faces of the same tet — can carry distinct UVs for a shared particle, letting authored UV seams round-trip. The render mesh is always rebuilt with the flat job in this mode (hard normals).