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).