unreal.TrunkGenerationMaterialSetup¶
- class unreal.TrunkGenerationMaterialSetup¶
Bases:
StructBaseTrunk Generation Material Setup
C++ Source:
Plugin: ProceduralVegetationEditor
Module: ProceduralVegetation
File: PVMaterialSettings.h
Editor Properties: (see get_editor_property/set_editor_property)
material(MaterialInterface): [Read-Write]u_range(FloatRange): [Read-Write] Limits horizontal coverage range.Sets the portion of the mesh affected along the X axis, useful for restricting materials (e.g., moss/lichen) to a subsection.
x_offset(float): [Read-Write] Shifts texture position along X.Moves the material horizontally across the mesh to fine-tune alignment or hide seams.
x_offset_random(float): [Read-Write] Randomizes X offset per instance.Adds per-instance variation to the horizontal texture offset to break pattern repetition.
y_offset(float): [Read-Write] Shifts texture position along Y.Moves the material vertically without changing scale. Useful for aligning repeats or hiding seams.
y_offset_random(float): [Read-Write] Randomizes Y offset per instance.Adds per-instance variation to the vertical texture offset to avoid visible repetitions across branches.
y_scale(float): [Read-Write] Texture tiling scale along Y.Adjusts vertical texture scale. Higher values increase tiling frequency (finer detail); lower values broaden patterns.
y_texture_mode(YTextureMode): [Read-Write] Projection/alignment mode along Y.Chooses how textures are aligned or projected along the Y axis of the mesh (e.g., to align bark grain vertically on trunk and branches).