Class UsdSaveOptions
Contents
[
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]UsdSaveOptions class
Save options for USD/USDZ formats.
public class UsdSaveOptions : SaveOptions
Constructors
Name | Description |
---|---|
UsdSaveOptions() | Initialize a new UsdSaveOptions with USD format |
UsdSaveOptions(FileFormat) | Initialize a new UsdSaveOptions with specified USD/USDZ format. |
Properties
Name | Description |
---|---|
Encoding { get; set; } | Gets or sets the default encoding for text-based files. Default value is null which means the importer/exporter will decide which encoding to use.(Inherited from IOConfig .) |
ExportMetaData { get; set; } | Export node’s properties through USD’s customData field. |
ExportTextures { get; set; } | Try to copy textures used in scene to output directory.(Inherited from SaveOptions .) |
FileFormat { get; } | Gets the file format that specified in current Save/Load option.(Inherited from IOConfig .) |
FileName { get; set; } | The file name of the exporting/importing scene. This is optional, but useful when serialize external assets like OBJ’s material.(Inherited from IOConfig .) |
FileSystem { get; set; } | Allow user to handle how to manage the external dependencies during load/save.(Inherited from IOConfig .) |
LookupPaths { get; set; } | Some files like OBJ depends on external file, the lookup paths will allows Aspose.3D to look for external file to load.(Inherited from IOConfig .) |
MaterialConverter { get; set; } | Custom converter to convert the geometry’s material to PBR material If this is unassigned, USD exporter will automatically convert the standard material to PBR material. Default value is null |
PrimitiveToMesh { get; set; } | Convert the primitive entities to mesh during the export. Or directly encode the primitives to the output file(will use Aspose’s extension definition for unofficial primitives like Dish, Torus) Default value is true. |
See Also
- class SaveOptions
- namespace Aspose.ThreeD.Formats
- assembly Aspose.3D