unreal.PVFoliageDistributorSettings¶
- class unreal.PVFoliageDistributorSettings(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
PVBaseSettingsPVFoliage Distributor Settings
C++ Source:
Plugin: ProceduralVegetationEditor
Module: ProceduralVegetation
File: PVFoliageDistributorSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
break_debugger(bool): [Read-Write] If a debugger is attached, a breakpoint will be triggered in the execution code to enable debugging. Only applies when inspecting a debug object. Transient and Editor-only.category(Text): [Read-Write]chain_mask_distance(float): [Read-Write] Distance from previous foliage to mask out new placement.When chaining multiple Foliage Distributors, this prevents the new one from placing too close to existing foliage. 0 = no masking. Higher values create larger clear zones.
condition_settings(PVDistributionConditionParams): [Read-Write] Per-condition filters (Light, Scale, UpAlignment, Tip, Health, Height, Generation).debug(bool): [Read-Write]debug_buffer_size(int32): [Read-Write] Size (in number of floats) of the shader debug print buffer.debug_settings(PCGDebugVisualizationSettings): [Read-Write]description(Text): [Read-Write]determinism_settings(PCGDeterminismSettings): [Read-Write]dump_cooked_hlsl(bool): [Read-Write] Dump the cooked HLSL into the log after it is generated.dump_data_descriptions(bool): [Read-Write] Dump the data descriptions of input/output pins to the log.enabled(bool): [Read-Write]execute_on_gpu(bool): [Read-Write] Whether this node should be executed on the GPU.execution_dependency_required(bool): [Read-Write] If enabled, the execution dependency pin will require to be connected for execution (as any other required pin) and will be used for culling.expose_to_library(bool): [Read-Write]hormone_based_settings(PVDistributionHormoneBasedParams): [Read-Write] Hormone-driven distribution rules using the Grower’s growth data.mode(PVDistributionSettingsMode): [Read-Write] Choose between hormone-based or parametric placement.Hormone Based: leverages the Grower’s growth data in order to produce more botanically correct and realistic foliage that mirrors the growth simulation. Parametric: gradient and ramp based control for more artistic control with less reliance on botanical properties.
only_expose_in_debug_mode(bool): [Read-Write]parametric_settings(PVDistributionParametricParams): [Read-Write] Parametric distribution rules using ramps and gradients.print_shader_debug_values(bool): [Read-Write] Enable use of ‘WriteDebugValue(uint Index, float Value)’ function in your kernel. Allows you to write float values to a buffer for logging on the CPU.profile_kernel_index(int32): [Read-Write] Index of kernel emitted by this node to repeatedly dispatch every frame to enable profiling. Set to -1 to disable profiling. PCG_GPU_KERNEL_PROFILING must be defined in PCG.Build.cs.random_seed(int32): [Read-Write] Random seed for the distributor.Independent of the Grower’s RandomSeed. Same seed = identical foliage layout.
seed(int32): [Read-Write]trigger_render_capture(bool): [Read-Write] Will trigger a render capture when this node executes and a debug object is selected in the graph editor. Transient and Editor-only. Render captures must be enabled (e.g. -AttachRenderDoc or -AttachPIX).trunk_offset(float): [Read-Write] Offset spawned foliage along the trunk thicknessuse_seed(bool): [Read-Write] deprecated: Implement the PCGSettings virtual UseSeed() override.vector_settings(PVDistributionVectorParams): [Read-Write] Orientation rules: aim direction, face direction, roll/pitch/yaw.visualization(PVSettingsVisualization): [Read-Write]