Shape the woody structure
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| Parameter | Default / type | Effect and use |
|---|---|---|
| Trunk Radius | 7 cm / float, minimum 0.1 | Base root-strand radius before depth scaling, flare and noise. Also affects surface clearance. |
| Tip Radius | 1.8 cm / float, minimum 0.1 | Tapered end radius before branch-depth scaling. Generated paths use an effective lower limit of 0.2 cm. |
| Radial Segments | 10 / integer, range 3–24 | Sides around each stem ring. Increase for close views; reduce to lower geometry cost. |
| Spline Subdivisions | 3 / integer, range 1–8 | Catmull–Rom subdivisions between stored path samples. 1 disables smoothing. This changes rendered detail rather than adding collision sampling steps. |
| Stem Radius Noise | 0.10 / float, range 0–0.6 | Adds radius variation and ovality. 0 gives a more regular cross-section. |
| Stem Root Flare | 0.4 / float, range 0–2 | Adds thickness toward each strand's start. 0 removes the additional flare. |
| Stem UV World Size | 160 cm / float, minimum 10 | Length of stem covered by one V-axis texture repeat before tiling. |
| Stem UV Tiling | (1, 1) / vector2 | X repeats around the stem; Y repeats along it. Each effective value has a minimum of 0.01. |
| Stem Tint | Linear RGB (1, 0.96, 0.9), A 1 | Color written to stem vertex colors with per-strand variation. Your material must read Vertex Color for it to affect the rendered color. |
| Stem Material | None / material | Material for the procedural stem section. Uses the default surface material when unassigned. |
| Generate Stem Collision | true / boolean | Builds query collision for stems in a game world. Editor-only generation has no stem collision. Leaves have no collision. |
Included materials
Enable Show Plugin Content in the Content Browser and open Procedural Vines Content → Materials. Assign the materials on the actor; they are not automatic asset defaults.
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| Material path | Assign to | Use |
|---|---|---|
| /ProceduralVines/Materials/M_VineBark | Stem Material | Core bark material for the procedural stem section. |
| /ProceduralVines/Materials/M_ProceduralLeaves | Leaf Material | Core material for procedural leaf quads. |
| /ProceduralVines/Materials/M_LeafInstances | Leaf Material | Core material for instanced leaf meshes. |
The example project's /Game/ProceduralVinesDemo materials are separate scene variants. You can also assign your own compatible materials.
Make the material respond to the actor
- Assign a bark material to Stem Material and check its texture scale on a close strand.
- Use the generated UVs with Stem UV World Size and Stem UV Tiling to align bark repetition.
- If you want Stem Tint to change the bark color, multiply the material's color by Vertex Color RGB.
- Compare Spline Subdivisions = 1 and 3 before increasing Radial Segments. Lower Step Distance only when the underlying surface path needs more samples.
Stem query collision is intended for traces, including the climbing component. It is not a rigid-body simulation or a navigation obstacle. Asynchronous collision cooking may complete after the rendered geometry changes; test climbing on the supporting wall as well as the stems.
Smoothing can bend the rendered tube away from the collision-tested path samples. Inspect tight surface and exclusion corners. Increase exclusion padding, reduce Spline Subdivisions or reduce Step Distance when needed, then regenerate and compare the result.