Tentacles
Spawns and simulates procedural tentacle props attached to the actor. Each tentacle is a segmented mesh driven by XPBD physics with wiggle, coil, and attraction behaviors.
Tentacle Count and Length set the number and size. The Spawn panel controls the cluster area: Area Shape (Circle or Rectangle), Area Size, Aspect Ratio, and Length Distribution for variation. Radius, Tapering, and Tip Radius shape each tentacle’s thickness profile.
The Behavior panel drives animation: Wiggle Speed, Extent, and Lag create organic sway; Coil Extent and Coil Fade add spiral curling that fades toward the tip. Attraction and Attraction Offset pull tentacle tips toward a tracked body position. Motion syncs movement to the sex motion system; Motion Extent scales the response. Back Out Distance controls how far tentacles retract.
Material and X-Ray sub-panels control appearance and cross-section rendering. Tentacle Props defines global physics parameters. Click Rebuild Tentacles after changing count or spawn parameters to regenerate the mesh.
Settings reference
Special shader (Special Shader)
Overrides the shader type for all materials on the actor.
Mode selects the shader: Off uses the default shader; Refraction Thick/Thin simulates glass with refractive transparency; Outline renders only the outline edges; Unlit disables all lighting; Experiment is a placeholder for custom shader effects.
Refraction controls the index of refraction for glass modes — higher values bend light more.
Thickness adjusts the perceived depth of thin glass refraction.
Hexagon Map
A procedural hexagonal (or circular) micro-pattern overlaid on the surface for fishnet, sci-fi panel, or studded looks. Toggle it off whenever you want a smooth fabric.
Density & Shape
Density sets how many hexagons fit across the surface (snapped to powers of two for clean tiling). Size scales each hex within its cell — smaller values leave gaps between hexes, larger values pack them tight. Use Circle swaps the hex shape for circles, useful for polka-dot or rivet looks. Soft Edge controls the falloff at each cell’s border; values near zero give a crisp boundary, larger values blur the pattern into the surrounding surface.
Bump & Noise
Bump raises or lowers each cell relative to the surface (negative values stamp inwards). Noise randomises per-cell height so the pattern doesn’t read as a perfect grid.
UV Projection
For outfits the cells can either follow the model’s UV layout or be projected from a virtual cylinder around the body. UV Projection enables the cylindrical mode — turn it on when stretched or distorted UVs ruin the pattern. Projection Radius scales the cylinder, and Rotation tilts it so the hex grid runs diagonally instead of straight.
Color and glow (Color)
Holds a base color and glow intensity for audio-reactive elements. Glow is multiplied with the color and animates with the beat when auto-update is enabled.