unreal.PVLightSenescenceParams¶
- class unreal.PVLightSenescenceParams¶
Bases:
StructBasePVLight Senescence Params
C++ Source:
Plugin: ProceduralVegetationEditor
Module: ProceduralVegetation
File: PVGrowerParams.h
Editor Properties: (see get_editor_property/set_editor_property)
retention_radius(float): [Read-Write] Fraction of expected radius that immunizes a branch from shade-death.Branches thicker than this fraction × the expected radius for their age survive even when light senescence would kill them. Allows old, thick branches to persist in deep shade. 0 = no immunity; 0.5 = branches at half expected radius survive; 1.0 = only fully-mature branches survive.
senescence_max(int32): [Read-Write] Maximum random range of cycles a shaded branch survives before dying.Once a branch’s light drops below SenescenceThreshold, a random duration between Min and Max is rolled. The branch survives that many cycles in shade, then is removed (in Kill mode) or has fully degraded (in Degrade mode).
senescence_min(int32): [Read-Write] Minimum random range of cycles a shaded branch survives before dying.Once a branch’s light drops below SenescenceThreshold, a random duration between Min and Max is rolled. The branch survives that many cycles in shade, then is removed (in Kill mode) or has fully degraded (in Degrade mode).
senescence_threshold(float): [Read-Write] Light level below which branches enter shade-death.When a branch’s measured light drops below this value for enough cycles, it begins dying back. 0 = never (all branches survive any shade). 1 = full sun required (extreme — most branches will die). 0.3-0.5 produces realistic shade pruning.