unreal.PVHormoneDistributionSettings¶
- class unreal.PVHormoneDistributionSettings¶
Bases:
StructBasePVHormone Distribution Settings
C++ Source:
Plugin: ProceduralVegetationEditor
Module: ProceduralVegetation
File: PVDistributionParams.h
Editor Properties: (see get_editor_property/set_editor_property)
ethylene_threshold(float): [Read-Write] Branch points above this ethylene level keep their foliage.Higher Threshold → more buds/branches retained, making the plant foliage travel further down the trunk. Lower Threshold → fewer retained, concentrates foliage more at tips. Drives the natural look of where foliage is and isn’t.
instance_spacing(float): [Read-Write] Minimum distance between placed foliage instances.Higher spacing yields a more open distribution; lower spacing allows denser placement. Combine with InstanceSpacingRamp to vary along the plant.
instance_spacing_ramp(PVFloatRamp): [Read-Write] Curve that varies instance spacing along plant height.X = normalized gradient along the plant, 0 at root and 1 at tips. Y = spacing multiplier. Use to reduce or increase density.
instance_spacing_ramp_effect(float): [Read-Write] Blend strength between base spacing and the ramp curve.Lower values favor the base spacing (subtle ramp effect). Higher values apply the ramp more strongly. Use to subtly tune the ramp’s influence.
max_per_branch(int32): [Read-Write] Cap on foliage instances per branch (-1 = no cap).Useful to prevent overcrowding on very long branches. -1 disables the cap.