unreal.PVSkeletonShapingEntry¶
- class unreal.PVSkeletonShapingEntry¶
Bases:
StructBaseA single per-generation noise layer used by FPVMeshBuilderSkeletonShapingParams.
C++ Source:
Plugin: ProceduralVegetationEditor
Module: ProceduralVegetation
File: PVMeshBuilderParams.h
Editor Properties: (see get_editor_property/set_editor_property)
generation(int32): [Read-Write] The branch-hierarchy generation this entry targets.Generation 1 is the trunk. Generation 2 is the first tier of lateral branches, and so on. When Impact Remaining Generations is disabled the noise is applied only to branches whose hierarchy number equals this value.
impact_remaining_generations(bool): [Read-Write] When enabled, this entry also governs all higher-numbered generations that have no entry of their own.A more specific entry (exact generation match, or a higher-generation fallback entry) always takes precedence over this one. Disable to restrict the effect to the exact generation number above.
noise_frequency(float): [Read-Write] Spatial frequency of the noise field for this generation.Higher values produce tighter, more frequent bends; lower values produce broad, sweeping curves.
noise_seed(int32): [Read-Write] Offsets the Perlin noise sampling position for this generation. Each unique value produces a distinct deformation pattern.noise_strength(float): [Read-Write] Amplitude of noise displacement in cm.How far branches can bend at their peak displacement. 0 = straight branches. 5 cm = subtle bending. 20+ = dramatic curvature.
smoothness(float): [Read-Write] Controls the smoothness of the branch curve. Higher values produce a smoother arc by applying more Laplacian smoothing passes to the branch point positions. Works independently of noise amplitude.