unreal.TrunkGenerationMaterialSetup

class unreal.TrunkGenerationMaterialSetup

Bases: StructBase

Trunk 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).