unreal.PVMeshBuilderBranchRadiusParams¶
- class unreal.PVMeshBuilderBranchRadiusParams¶
Bases:
StructBase─── Branch Radius ────────────────────────────────────────────────────────────
C++ Source:
Plugin: ProceduralVegetationEditor
Module: ProceduralVegetation
File: PVMeshBuilderParams.h
Editor Properties: (see get_editor_property/set_editor_property)
da_vinci_rule_strength(float): [Read-Write] Blend toward physically-plausible branch tapering (Da Vinci’s rule).0 = use existing radius distribution unchanged. 1 = fully apply the cross-sectional area conservation law (parent cross-section = sum of child cross-sections). Higher values produce more realistic branch tapering.
generation_ramps(Array[PVGenerationRamp]): [Read-Write] Per-generation ramp curves that remap branch radii within each generation.Array index 0 targets generation 1 (trunk), index 1 targets generation 2 (first lateral branches), etc. X axis: normalized radius within the generation (0 = thinnest, 1 = thickest). Y axis: output radius as a fraction of the generation maximum. The last entry also governs all higher generations with no dedicated entry. Applied after the DaVinci Rule, before Min Radius.
generation_scales(Array[PVGenerationScale]): [Read-Write] Per-generation uniform scale multipliers applied to branch radius.Array index 0 targets generation 1 (trunk), index 1 targets generation 2 (first lateral branches), etc. The last entry also governs all higher generations with no dedicated entry.
min_radius(float): [Read-Write] Minimum radius as a fraction of the max.Raises the thinnest branches to this floor while leaving the thickest unchanged. 0 = no floor (natural tapering). Higher = thicker twigs (better for older mature plants).