All vertices in y that are below, will not count to compute the center. This can be usefull to align more to the upper more visible parts, it usually has only a small impact.
This is usefull for creating very low poly grass blades with only one triangle. The width of the blade needs to be very close to zero at the start or end to be applied.
Normally, the blade shapes are segmented by taking an equal distance of divisions throughout the height of the blade. But since this low poly shapes won't be represented well with this approach, zhis setting allows to distort the segmentation, some shapes are better represented with it.
This allows to use multiple regions for the blades, so that blades can have different material settings.
This allows to use multiple regions for the blades, so that blades can have different material settings.
This will change the propability of the uv regions, so that some regions can be used more often than other regions.
This will change the propability of the uv regions outside the center. This allows to have different distribution dependening on the position.
This warps/pulls the strength of the close or far distribution.
The total y size is sum of the blade height and baldInGround.
The randomizer chooses a blend value before the creation and will use the resulting curve as width. This means it will not randomly jump between the first and second width, but uses an interpolated curve.







