unreal.PVMeshBuilderMeshDetailParams¶
- class unreal.PVMeshBuilderMeshDetailParams¶
Bases:
StructBaseSub-param structs used by the Mesher settings override nodes. Each struct mirrors one UPROPERTY category from FPVMeshBuilderParams so that a dedicated “Create Mesher <Category> Settings” node can override that category without touching the rest. FPVMeshBuilderParams itself uses these structs as members.
// ─── Mesh Details ─────────────────────────────────────────────────────────────
C++ Source:
Plugin: ProceduralVegetationEditor
Module: ProceduralVegetation
File: PVMeshBuilderParams.h
Editor Properties: (see get_editor_property/set_editor_property)
accuracy(int32): [Read-Write] Iterations of the simplification algorithm.More iterations = more accurate reduction at the cost of processing power.
add_end_caps(bool): [Read-Write] Add spherical end caps to branch tips.When on, each branch tip gets a hemispherical cap. Avoids open-ended cylinders. Turn off if your tip foliage will hide the open end anyway.
ground_retention(float): [Read-Write] Preserves detail near ground regions.Adjusts retention for areas close to the base of the plant. Use higher values to keep root/ground transitions detailed.
ground_retention_gradient(PVFloatRamp): [Read-Write] Gradient for preserving ground-region detail.A ramp that modulates retention around base regions. Tune to keep roots/basal features while allowing simplification above.
hull_retention(float): [Read-Write] Strength of preserving the outer hull.Adjusts retention of the mesh silhouette during reduction. Higher values protect external shape; lower values allow more simplification.
hull_retention_gradient(PVFloatRamp): [Read-Write] Gradient for preserving outer hull detail.A ramp that varies outer-hull retention across the model. Use to keep silhouettes crisp where needed while simplifying elsewhere.
longest_segment_length(float): [Read-Write] Maximum allowed segment length.Caps segment length after simplification to maintain even geometry and prevent stretched polygons.
main_trunk_retention(float): [Read-Write] Preserves detail in the main trunk.Controls how much trunk geometry is retained during simplification. High values keep trunk smooth and detailed; low values reduce complexity.
main_trunk_retention_gradient(PVFloatRamp): [Read-Write] Gradient controlling trunk detail retention.Varies trunk retention via a ramp. Useful to preserve key trunk regions while simplifying others.
max_divisions(int32): [Read-Write] Maximum radial divisions.Upper limit for cross-section detail on trunks/branches. Balance with Min Divisions to control density across sizes.
min_divisions(int32): [Read-Write] Minimum radial polygon count around branch cross-sections.Lower bound on cross-section detail. 3 = triangular cross-sections (very angular); higher values for smooth round branches.
point_removal(float): [Read-Write] Removes small points to simplify the mesh.Reduces the points considered for mesh generation. Depends on Hull, Main Trunk, Ground, and Scale Retention settings. Higher = more aggressive simplification.
scale_retention(float): [Read-Write] Preserves detail relative to branch size.Retains more detail on larger/thicker structures and simplifies smaller ones to prioritize visually important geometry.
scale_retention_gradient(PVFloatRamp): [Read-Write] Gradient controlling size-based retention.Uses a ramp to vary how size-dependent retention is applied across the model. Keep large structures crisp while simplifying finer parts.
segment_reduction(float): [Read-Write] How aggressively segments are reduced.Simplifies the branch polyline while preserving overall shape. Higher = fewer edges, lighter mesh. Combine with Retention settings to preserve important regions.
segment_retention_impact(float): [Read-Write] How strongly retention rules can reintroduce reduced points.Retention rules (Hull, Main Trunk, Ground, Scale) can reintroduce points the simplifier removed. This multiplier governs how strongly they push back. 0 = retention has no effect; 1 = full impact.
shortest_segment_length(float): [Read-Write] Minimum allowed segment length.Segments shorter than this are merged or removed to avoid unnecessary fine detail that inflates polycount.
skeleton_resolution(int32): [Read-Write] Number of segments the longest branch is divided into for skeleton interpolation.Higher values add more interpolated points for smoother branch curvature at the cost of vertex count.