unreal.PVFaceVectorSettings¶
- class unreal.PVFaceVectorSettings¶
Bases:
StructBasePVFace Vector Settings
C++ Source:
Plugin: ProceduralVegetationEditor
Module: ProceduralVegetation
File: PVDistributionParams.h
Editor Properties: (see get_editor_property/set_editor_property)
affect_tip(bool): [Read-Write] Apply this face vector to the branch tip too.blend_attribute(PVAimVectorBlendAttribute): [Read-Write] What attribute drives the blend ramp.Picks gradient that drives the ramp’s X axis (plant gradient, branch gradient, world-up dot, etc.).
dual_vectors(bool): [Read-Write] Blend between two face vectors using the ramp.When enabled, exposes Vector1/Vector2 configuration. When disabled, only Vector2 is used and the previous entry output represents Vector1.
vector1(PVFaceVectorType): [Read-Write] Face vector type for the blend’s start.Choose from Apical, Branch, AxisFlatten, AxisAim, LightOptimal, LightAvoid.
vector1_axis(Vector3f): [Read-Write] Custom axis vector for AxisFlatten / AxisAim modes.vector1_strength(float): [Read-Write] How strongly this vector contributes to the final face direction.0 = ignored. 1 = full influence. Combine with the ramp to vary strength along the plant.
vector2(PVFaceVectorType): [Read-Write] Face vector type for the blend’s end.Choose from Apical, Branch, AxisFlatten, AxisAim, LightOptimal, LightAvoid.
vector2_axis(Vector3f): [Read-Write] Custom axis vector for AxisFlatten / AxisAim modes.vector2_strength(float): [Read-Write] How strongly this vector contributes to the final face direction.0 = ignored. 1 = full influence. Combine with the ramp to vary strength along the plant.
vector_ramp(PVFloatRamp): [Read-Write] Curve that blends from Vector1 (at ramp 0) to Vector2 (at ramp 1).