Lens Studio v1.5.0+
Inherits from MaterialMeshVisual
Draws a section of a tracked face.
The index of the face this FaceInsetVisual uses.
The region of the face this FaceInsetVisual draws.
Flips the drawn face region horizontally if enabled.
Flips the drawn face region vertically if enabled.
The amount of alpha fading applied from the border of the face inset inward. This value must be in the range 0-1.
The amount of alpha fading applied from the border of the face inset outward. This value must be in the range 0-1.
The x and y scaling used to draw the face region. Think of scaling as meaning how many times the face region could fit into the drawing area. Higher values will zoom away from the face region, and lower values will zoom into it. The normal, unzoomed scaling value is (1,1).
Determines the quality of the face inset’s borders. A higher value means better looking borders but lower performance. This value must be greater than 10 and less than 100.
addMaterial(Material material) :
Adds a Material to use for rendering.
Clears all Materials.
getMaterial(Number index) :
Returns the Material at index
Returns the number of Materials used for rendering.
snap(Camera camera) :
Projects screen positions from
camera’s view onto the mesh’s UVs. If the MeshVisual’s material uses the same texture as the camera input, the MeshVisual will look identical to the part of the screen it covers.
Returns the order of this Visual in the render queue.
setRenderOrder(Number value) :
Sets the order of this Visual in the render queue.
Destroys the component.
Returns the SceneObject the component is attached to.
Returns the Transform this component is attached to.
Returns the name of this object’s type.
isOfType(String type) :
Returns true if the object matches or derives from the passed in type.
isSame(ScriptObject other) :
Returns true if this object is the same as
other. Useful for checking if two references point to the same thing.
Returns the first Material.
mainPass of the
When a ScreenTransform is present on this SceneObject, and
extentsTarget is a child of this SceneObject,
extentsTarget will be repositioned to match the exact area this MeshVisual is being rendered. Very useful for Image and Text components.
When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be positioned horizontally depending on
None = 0, Caster = 1, Receiver = 2
Affects the color of shadows being cast by this MeshVisual. The color of the cast shadow is a mix between shadowColor and the material’s base texture color. The alpha value of shadowColor controls the mixing of these two colors, with 0 = shadowColor and 1 = shadowColor * textureColor.
Density of shadows cast by this MeshVisual.
When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be stretched relative to the ScreenTransform’s boundaries.
When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be positioned vertically depending on
If disabled, the Component will stop enacting its behavior.
// Sets the face inset to use the left eye var faceInset = script.getSceneObject().getFirstComponent("Component.FaceInsetVisual"); faceInset.faceRegion = FaceInsetRegion.LeftEye;
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