Choose the active rendering path
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| 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 surface. 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
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| 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 Size Variation | 0.38 / float, range 0–0.9 | Random size spread around the selected size, ±38% by default. Reduce for a uniform design. |
| Leaf Gravity Bias | 0.7 / float, range 0–1 | Turns tips toward gravity on walls, slopes and hanging stems; floors are unaffected. |
| Leaf Petiole Length | 0 cm / float, minimum 0 | Adds visible stalks with the stem material. Keep zero when the source mesh includes a stalk. |
| Leaf Surface Lift | 0.6 cm / float, minimum 0 | Mature leaf attachment height above the support. Keep low to avoid floating foliage. |
| Leaf Density Variation | 0.35 / float, range 0–1 | Thins stretches along each stem into patches. Zero gives more even spacing. |
| 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
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| Parameter | Default / type | Effect and use |
|---|---|---|
| Leaf Size Range | (7, 12) cm / vector2 | Base size for procedural cards and size-normalized mesh instances. Age, strand vigour and Leaf Size Variation also affect final size. |
| Leaf Length Ratio | 1.35 / float | Quad length = sampled size × this ratio; quad width = sampled size × 0.62. |
| Leaf Pitch Range | 30° / float | Maximum procedural-card lift away from the supporting surface; instances use Leaf Instance Tilt. |
| 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.
Compare leaf size variation
Keep the seed, Leaf Size Range and source mesh fixed, then adjust Vine Leaves → Leaf Size Variation. Lower values make leaf sizes more uniform; larger values create a stronger size spread. Check mature leaves and the growing tip separately because age also affects size.

Instanced mesh controls
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| Parameter | Default / type | Effect and use |
|---|---|---|
| Leaf Instance Scale | 1 / float, minimum 0.01 | Multiplier on size-normalized Leaf Size Range for mesh instances. Young leaves near the growing tip are smaller. |
| Leaf Instance Tilt | 10° / float, range 0–90 | Tilt away from the supporting surface, with randomized variation. |
Instanced leaves do not receive procedural quad vertex colors. Per-instance custom data 0 contains leaf age; custom data 1 contains stable per-leaf variation. The included instance material uses these channels so colour stays stable during growth and retraction. 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 affects both paths; Leaf Length Ratio and Leaf Pitch Range only shape procedural cards.
- 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.