unreal.PVParametricAngleSettings¶
- class unreal.PVParametricAngleSettings¶
Bases:
StructBasePVParametric Angle Settings
C++ Source:
Plugin: ProceduralVegetationEditor
Module: ProceduralVegetation
File: PVDistributionParams.h
Editor Properties: (see get_editor_property/set_editor_property)
axil_angle(float): [Read-Write] Base tilt of foliage relative to the branch direction.0° = foliage points along the branch (parallel). 90° = foliage sticks straight out (perpendicular). Combine with AxilAngleRamp for per-position variation.
axil_angle_ramp(PVFloatRamp): [Read-Write] Curve that varies axil angle along the plant or branch.X = position. Y = -1 to 1, mapped into the angle range. Use to make foliage have a steeper angle at branch tips, or to droop near the base.
axil_angle_ramp_basis(PVDistributionBasis): [Read-Write] Whether the axil angle ramp is normalized to plant or branch.Plant: ramp spans the full plant where it’s 0 at root and one at all tips. Branch: ramp spans each branch individually.
randomize_axil_angle_maximum(float): [Read-Write] Maximum random tilt added to each instance.Upper bound of random variation. Combine with the Minimum for symmetric jitter (e.g. -5 to +5).
randomize_axil_angle_minimum(float): [Read-Write] Minimum random tilt added to each instance.Lower bound of random variation in axil angle per instance. Use to break uniformity.
rotation(float): [Read-Write] Base rotation around the branch axis.Spins each foliage instance around its parent branch’s axis. Use to orient leaves in a specific direction relative to the branch.