unreal.PVLightSenescenceParams

class unreal.PVLightSenescenceParams

Bases: StructBase

PVLight 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.