unreal.PVParametricScaleSettings¶
- class unreal.PVParametricScaleSettings¶
Bases:
StructBasePVParametric Scale Settings
C++ Source:
Plugin: ProceduralVegetationEditor
Module: ProceduralVegetation
File: PVDistributionParams.h
Editor Properties: (see get_editor_property/set_editor_property)
base_scale(float): [Read-Write] Base uniform scale multiplier for all foliage.Multiplier applied to every instance before randomness and ramps. 1 = use the mesh’s authored size; 0.5 = half-size; 2 = double-size.
branch_scale_impact(float): [Read-Write] How much relative branch size affects foliage size.0 = foliage size independent of relative branch size. 1 = large branches get large foliage, shorter branches get small foliage. Useful for realistic species where bigger branches support bigger leaves.
randomize_scale_maximum(float): [Read-Write] Maximum random scale multiplier per instance.randomize_scale_minimum(float): [Read-Write] Minimum random scale multiplier per instance.scale_ramp(PVFloatRamp): [Read-Write] Curve that varies foliage scale along the plant or branch.X = position. Y = scale multiplier. Use to make foliage smaller near branch tips or larger near the trunk.
scale_ramp_basis(PVDistributionBasis): [Read-Write] Whether the scale ramp is normalized to plant or branch.