unreal.PVMeshBuilderDisplacementParams

class unreal.PVMeshBuilderDisplacementParams

Bases: StructBase

─── Displacement ─────────────────────────────────────────────────────────────

C++ Source:

  • Plugin: ProceduralVegetationEditor

  • Module: ProceduralVegetation

  • File: PVMeshBuilderParams.h

Editor Properties: (see get_editor_property/set_editor_property)

  • bias (float): [Read-Write] Shifts the midpoint of displacement.

    Offsets the neutral level of the displacement map. Positive bias lifts the surface outward. Useful for correcting textures that displace unevenly or need centering.

  • generation_upper_limit (int32): [Read-Write] Apply displacement only up to this generation.

    1 = trunk only. 2 = trunk + first branches. Higher = more generations covered. Limits performance cost on fine twigs where displacement would be invisible.

  • strength (float): [Read-Write] Intensity of displacement effect.

    Higher = more exaggerated surface depth. Lower = subtler. Balance with mesh stability — extreme values can cause polygons to overlap.

  • texture (Texture2D): [Read-Write] Texture used to drive mesh displacement.

    Assigns the texture map that controls displacement. Bright and dark areas in the texture push or pull the mesh surface to create additional geometric detail such as bark roughness, grooves, or ridges.

    Only power of 2 textures with source texture formats (TSF_RGBA32F, TSF_RGBA16F, TSF_BGRA8, TSF_R32F, TSF_R16F, TSF_G8) are supported.

    For formats TSF_RGBA32F, TSF_RGBA16F and TSF_BGRA8 data from R channel is used.

  • uv_scale (Vector2f): [Read-Write] Tiling of the displacement texture (U, V).

    Higher values increase tiling frequency (smaller repeats). Lower values stretch the texture. 1 = native tile size.