Choose the active rendering path
Swipe the table to read every column.
| Actor setup | Result |
|---|---|
| Leaf Variation Meshes contains valid meshes | Each leaf randomly selects a valid entry. This array takes precedence over Leaf Static Mesh; empty entries are ignored. |
| No valid variation meshes, Leaf Static Mesh assigned | Uses instances of the single static mesh. |
| Neither source provides a mesh | Builds procedural diamond-shaped quads. |
| Spawn Leaves disabled | No leaves are generated, regardless of mesh assignments. |
Instanced meshes use their authored geometry and UVs. Flat meshes are oriented using their thin and long bounds axes; volumetric meshes use a different orientation basis. Inspect a new mesh at low density before filling the wall. Leaf Material overrides material slot 0 of instances when assigned; other slots belong to the mesh. Without an override, use the static mesh's own materials.

Shared leaf distribution
Swipe the table to read every column.
| Parameter | Default / type | Effect and use |
|---|---|---|
| Spawn Leaves | true / boolean | Enables leaf geometry or leaf instances. |
| Root Leaf Free Length | 40 cm / float, minimum 0 | Leaves the first portion of root strands bare. It does not clear the bases of side branches. |
| Leaf Spacing | 45 cm / float, minimum 5 | Base spacing budget along the rendered strand before Leaves Per Node and random step variation. |
| Leaves Per Node | 2 / integer, range 1–4 | Density multiplier for both paths. Leaves are distributed along the strand at roughly Leaf Spacing ÷ Leaves Per Node, not stacked at one point. |
| Leaf Spawn Chance | 0.85 / float, range 0–1 | Probability of keeping each candidate leaf before exclusion tests. A lower value produces a sparser result. |
| Leaf Material | None / material | Procedural quad material or material slot 0 override for instanced meshes. Quad fallback uses the default surface material. |
Procedural quad controls
Swipe the table to read every column.
| Parameter | Default / type | Effect and use |
|---|---|---|
| Leaf Size Range | (12, 22) cm / vector2 | Random base size. The smaller and larger values are sorted before sampling. It does not scale static-mesh instances. |
| Leaf Length Ratio | 1.35 / float | Quad length = sampled size × this ratio; quad width = sampled size × 0.62. |
| Leaf Pitch Range | 55° / float | Random pitch from −value to +value for procedural quad orientation. |
| Leaf Tint Dark | Linear RGB (0.055, 0.14, 0.03), A 1 | Dark endpoint of the randomized quad vertex-color range. |
| Leaf Tint Light | Linear RGB (0.16, 0.34, 0.06), A 1 | Light endpoint of the randomized quad vertex-color range. A material must read Vertex Color to show the tint. |
Use a suitable two-sided leaf material if both faces should be visible. Quad tint and dimensions do not replace the authored appearance of an instanced static mesh.
Instanced mesh controls
Swipe the table to read every column.
| Parameter | Default / type | Effect and use |
|---|---|---|
| Leaf Instance Scale | 0.35 / float, minimum 0.01 | Uniform scale of the source mesh, with random variation and smaller leaves near strand tips. Source mesh dimensions determine the final size. |
| Leaf Instance Tilt | 35° / float, range 0–90 | Tilt away from the supporting surface, with randomized variation. |
Instanced leaves do not receive the procedural quad vertex colors. Adjust the source mesh material or Leaf Material for their color. Use Leaf Instance Scale and Leaf Instance Tilt for primary size and angle adjustments; Leaf Size Range, Leaf Length Ratio and Leaf Pitch Range are quad-shaping controls.
- Assign one Leaf Static Mesh with a recognizable shape. Regenerate and tune Leaf Instance Scale.
- Populate Leaf Variation Meshes to mix source shapes. Regenerate to replace the single-mesh path.
- Adjust Leaf Spacing, Leaves Per Node and Leaf Spawn Chance with a fixed Random Seed.
- Inspect tip size, surface orientation and openings. Use a compatible source mesh and material before raising density.