Visual effect used to add subtle retouching effects to detected faces (soft skin, teeth whitening, etc.). To learn more, visit the Retouch Guide.

// Sets a Retouch component's teeth whitening intensity

//@input Component.RetouchVisual retouchVisual

script.retouchVisual.teethWhiteningIntensity = 0.4;
interface RetouchVisual {
    enabled: boolean;
    extentsTarget: ScreenTransform;
    eyeSharpeningEnabled: boolean;
    eyeWhiteningEnabled: boolean;
    eyeWhiteningIntensity: number;
    faceIndex: number;
    horizontalAlignment: HorizontalAlignment;
    mainMaterial: Material;
    mainPass: Pass;
    materials: Material[];
    meshShadowMode: MeshShadowMode;
    sceneObject: SceneObject;
    shadowColor: vec4;
    shadowDensity: number;
    sharpenEyeIntensity: number;
    softSkinEnabled: boolean;
    softSkinIntensity: number;
    stretchMode: StretchMode;
    teethWhiteningEnabled: boolean;
    teethWhiteningIntensity: number;
    uniqueIdentifier: string;
    verticalAlignment: VerticalAlignment;
    addMaterial(material: Material): void;
    clearMaterials(): void;
    destroy(): void;
    getMaterial(index: number): Material;
    getMaterialsCount(): number;
    getRenderOrder(): number;
    getSceneObject(): SceneObject;
    getTransform(): Transform;
    getTypeName(): string;
    isAuto(): boolean;
    isOfType(type: string): boolean;
    isSame(other: ScriptObject): boolean;
    localAabbMax(): vec3;
    localAabbMin(): vec3;
    setRenderOrder(value: number): void;
    snap(camera: Camera): void;
    worldAabbMax(): vec3;
    worldAabbMin(): vec3;
}

Hierarchy (view full)

Properties

enabled: boolean

If disabled, the Component will stop enacting its behavior.

extentsTarget: ScreenTransform

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.

eyeSharpeningEnabled: boolean
eyeWhiteningEnabled: boolean
eyeWhiteningIntensity: number

The strength of the eye whitening effect.

faceIndex: number

The index of the face the effect is being applied to.

horizontalAlignment: HorizontalAlignment

When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be positioned horizontally depending on stretchMode.

mainMaterial: Material

Returns the first Material.

mainPass: Pass

Returns the mainPass of the mainMaterial.

materials: Material[]

Get the array of materials used by the MaterialMeshVisual.

meshShadowMode: MeshShadowMode

None = 0, Caster = 1, Receiver = 2

sceneObject: SceneObject
shadowColor: vec4

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.

shadowDensity: number

Density of shadows cast by this MeshVisual.

sharpenEyeIntensity: number

The strength of the eye sharpening effect.

softSkinEnabled: boolean
softSkinIntensity: number

The strength of the soft-skin effect.

stretchMode: StretchMode

When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be stretched relative to the ScreenTransform's boundaries.

teethWhiteningEnabled: boolean
teethWhiteningIntensity: number

The strength of the teeth whitening effect.

uniqueIdentifier: string
verticalAlignment: VerticalAlignment

When a ScreenTransform is attached to the same SceneObject, this controls how the mesh will be positioned vertically depending on stretchMode.

Methods

  • Returns boolean

  • Returns true if the object matches or derives from the passed in type.

    Parameters

    • type: string

    Returns boolean

  • Returns true if this object is the same as other. Useful for checking if two references point to the same thing.

    Parameters

    Returns boolean

  • Sets the order of this Visual in the render queue.

    Parameters

    • value: number

    Returns void

  • 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.

    Parameters

    Returns void